77 if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0); |
77 if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0); |
78 if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
78 if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
79 else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
79 else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
80 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
80 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
81 begin |
81 begin |
82 Angle:= integer(Me^.Angle) - Abs(Angle); |
82 Angle:= LongInt(Me^.Angle) - Abs(Angle); |
83 if Angle > 0 then |
83 if Angle > 0 then |
84 begin |
84 begin |
85 AddAction(BestActions, aia_Up, aim_push, 500, 0, 0); |
85 AddAction(BestActions, aia_Up, aim_push, 500, 0, 0); |
86 AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0) |
86 AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0) |
87 end else if Angle < 0 then |
87 end else if Angle < 0 then |