149 begin |
149 begin |
150 AddAction(BestActions, aia_Weapon, Longword(amLaserSight), 80, 0, 0); |
150 AddAction(BestActions, aia_Weapon, Longword(amLaserSight), 80, 0, 0); |
151 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
151 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
152 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
152 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
153 end; |
153 end; |
154 if (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then |
154 if ((AmmoTests[a].flags and amtest_NoInvulnerable) = 0) and |
|
155 (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then |
155 begin |
156 begin |
156 AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0); |
157 AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0); |
157 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
158 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
158 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
159 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
159 end; |
160 end; |
161 begin |
162 begin |
162 AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0); |
163 AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0); |
163 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
164 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
164 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
165 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
165 end; |
166 end; |
166 if (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) and (not cVampiric) then |
167 if (not cVampiric) and ((AmmoTests[a].flags and amtest_NoVampiric) = 0) and |
|
168 (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) then |
167 begin |
169 begin |
168 AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0); |
170 AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0); |
169 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
171 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
170 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
172 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
171 end; |
173 end; |