197 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
197 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
198 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
198 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
199 end; |
199 end; |
200 end; |
200 end; |
201 |
201 |
202 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
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203 |
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204 if (ap.Angle > 0) then |
202 if (ap.Angle > 0) then |
205 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
203 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
206 else if (ap.Angle < 0) then |
204 else if (ap.Angle < 0) then |
207 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
205 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
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206 |
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207 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
208 |
208 |
209 if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then |
209 if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then |
210 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
210 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
211 |
211 |
212 if ((Ammoz[a].Ammo.Propz and ammoprop_SetBounce) > 0) and (ap.Bounce > 0) then |
212 if ((Ammoz[a].Ammo.Propz and ammoprop_SetBounce) > 0) and (ap.Bounce > 0) then |