procedure TReplay.EraseLemSkillAssignment(
L: TLemming;
aFrame: Integer;
DoCutFuture: Boolean);
var
Item: TBaseReplayItem;
i: Integer;
begin
for i := fAssignments.Count - 1 downto 0 do
begin
Item := fAssignments.Items[i];
if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
Continue;
if (Item is TReplayNuke) then
// Always delete a future nuke
else if (Item is TReplaySkillAssignment) then
if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
Continue;
fAssignments.Delete(i);
end;
end;
procedure TReplay.EraseLemSkillAssignment(
L: TLemming;
aFrame: Integer;
DoCutFuture: Boolean);
var
Item: TBaseReplayItem;
i: Integer;
begin
for i := fAssignments.Count - 1 downto 0 do
begin
Item := fAssignments.Items[i];
if (Item.Frame < aFrame or (Item.Frame <> aFrame and not DoCutFuture)) then
Continue;
if (Item is TReplayNuke) then
; // Always delete a future nuke, like in Lix. Okay in NeoLemmix or not?
else if (Item is TReplaySkillAssignment) then
if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
Continue;
fAssignments.Delete(i);
end;
end;
(Down the Rabbit Hole)
The main idea I had in mind for this level was figuring out how to make a splatform with two builders so that the crowds from both sides can land safely. I'll attach my solution below.