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Помогите пожалуйста с программой на Паскале

Даны натуральное число - n, действительные числа a1,a2,...an. В последовательности a1,a2,...an все отрицательные члены увеличить на 0,5 , а все неотрицательные заменить на 0,1.
Сергей
Сергей
3 867
for i:=1 to n do
if(a[ i ]<0) then a[ i ]:=a[ i ] + 0.5
else a[ i ]:=0.1;
Санёк Павлов
Санёк Павлов
7 640
Лучший ответ
void() SightMarker;

/*
============
ClearLookObject

============
*/
void(entity client) ClearLookObject =
{
client.track_pitchspeed = client.track_yawspeed = client.pitchaccel = client.yawaccel = 0;
client.look_object = world;
};

/*
============
LookEnemy

============
*/
void() LookEnemy =
{
look_object_ = self.look_object = enemy_;
self.predict_origin = enemy_.origin;
self.old_linked_marker = world;
};

/*
============
ResetEnemy

============
*/
void() ResetEnemy =
{
test_enemy = first_client;
while (test_enemy)
{
if (test_enemy.enemy == self)// test_enemy must be frogbot
{
test_enemy.enemy = world;
if (test_enemy.look_object.client_)
{
ClearLookObject(test_enemy);
test_enemy.look_object = world;
}
if (test_enemy.goalentity == self)
test_enemy.goal_refresh_time = 0;
}
test_enemy = test_enemy.next;
}

self.enemy = world;
};

/*
============
CheckCombatEnemy

============
*/
void() CheckCombatEnemy =
{
if (targ.look_object.firepower < attacker.firepower)
{// attacker must be FL_CLIENT
if (attacker != targ)
{
targ.look_object = attacker;
targ.predict_origin = attacker.origin;

if (attacker.realteam != targ.realteam)
{
if (targ.goalentity == targ.enemy)
targ.goal_refresh_time = 0;
targ.enemy_time = time + 1;
targ.enemy = attacker;
}
else
{
targ.enemy_time = time + 2.5;
targ.friend = attacker;// being shot by this friend
}
}
}
};

/*
============
check_sound

============
*/
void() check_sound =
{
if (enemy_.client_)
{
self_sound = self;
self = first_client;
while (self)
{
if (!(self.state & NOTARGET_ENEMY))
if (enemy_ == self.enemy)
if (enemy_ != self.look_object)
if (vlen(enemy_.origin - self.origin) < 1000)// ear shot
{
visible_object = enemy_;
if (Visible_360())
self.look_object = enemy_;
}
self = self.next;
}
self = self_sound;
}
};

/*
============
sound

============
*/
void(float chan, string samp, float vol, float atten) sound =
{
sound_apply(msg_entity, chan, samp, vol, atten);
enemy_ = msg_entity;
check_sound();
};

/*
============
BestEnemy

============
*/
void() BestEnemy_apply =
{
from_marker.sight_from_marker();

if (look_marker)
{
look_marker.zone_marker();
look_marker.sub_arrival_time();
enemy_score = traveltime + random();
}
else
{
SightMarker();
enemy_score = look_traveltime + random();
}

if (enemy_score < best_score)
{
best_score = enemy_score;
enemy_ = test_enemy;
predict_dist = vlen(look_marker.absmin + look_marker.view_ofs - (to_marker.absmin + to_marker.view_ofs));
}
};

void() BestEnemy =
{
// initialise
best_score = 1000000;
enemy_ = world;
predict_dist = 600;

path_normal = TRUE;// FIXME: AI set this

test_enemy = first_client;
while (test_enemy)
{
if (realteam_ != test_enemy.realteam)
{
from_marker = test_enemy.touch_marker;
if (from_marker)
{
to_marker = touch_marker_;

BestEnemy_apply();

to_marker = from_marker;
from_marker = touch_marker_;

BestEnemy_apply();
}
}

test_enemy = test_enemy.next;
}

self.enemy_time = time + 1;
self.enemy = enemy_;
self.enemy_dist = predict_dist;
};