176 |
176 |
177 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
177 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
178 begin |
178 begin |
179 AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0); |
179 AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0); |
180 AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); |
180 AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); |
181 |
181 |
182 AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0); |
182 if ap.Angle > 32 then |
183 AddAction(BestActions, aia_Down, aim_release, 32, 0, 0); |
183 begin |
|
184 AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0); |
|
185 AddAction(BestActions, aia_Down, aim_release, 32, 0, 0); |
|
186 end; |
184 |
187 |
185 AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0); |
188 AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0); |
186 AddAction(BestActions, aia_attack, aim_push, 1, 0, 0); |
189 AddAction(BestActions, aia_attack, aim_push, 1, 0, 0); |
187 AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); |
190 AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); |
188 end else |
191 end else |