Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
/*
** $Id: ltable.h,v 2.10.1.1 2007/12/27 13:02:25 roberto Exp $
** Lua tables (hash)
** See Copyright Notice in lua.h
*/
#ifndef ltable_h
#define ltable_h
#include "lobject.h"
#define gnode(t,i) (&(t)->node[i])
#define gkey(n) (&(n)->i_key.nk)
#define gval(n) (&(n)->i_val)
#define gnext(n) ((n)->i_key.nk.next)
#define key2tval(n) (&(n)->i_key.tvk)
LUAI_FUNC const TValue *luaH_getnum (Table *t, int key);
LUAI_FUNC TValue *luaH_setnum (lua_State *L, Table *t, int key);
LUAI_FUNC const TValue *luaH_getstr (Table *t, TString *key);
LUAI_FUNC TValue *luaH_setstr (lua_State *L, Table *t, TString *key);
LUAI_FUNC const TValue *luaH_get (Table *t, const TValue *key);
LUAI_FUNC TValue *luaH_set (lua_State *L, Table *t, const TValue *key);
LUAI_FUNC Table *luaH_new (lua_State *L, int narray, int lnhash);
LUAI_FUNC void luaH_resizearray (lua_State *L, Table *t, int nasize);
LUAI_FUNC void luaH_free (lua_State *L, Table *t);
LUAI_FUNC int luaH_next (lua_State *L, Table *t, StkId key);
LUAI_FUNC int luaH_getn (Table *t);
#if defined(LUA_DEBUG)
LUAI_FUNC Node *luaH_mainposition (const Table *t, const TValue *key);
LUAI_FUNC int luaH_isdummy (Node *n);
#endif
#endif