85 if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then |
85 if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then |
86 begin |
86 begin |
87 BestActions:= Actions; |
87 BestActions:= Actions; |
88 inc(BestActions.Score, Score); |
88 inc(BestActions.Score, Score); |
89 |
89 |
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90 if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
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91 else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
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92 |
90 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
93 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
91 if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
94 if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
92 if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
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93 else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
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94 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
95 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
95 begin |
96 begin |
96 ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
97 ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
97 if ap.Angle > 0 then |
98 if ap.Angle > 0 then |
98 begin |
99 begin |