164 end; |
164 end; |
165 end; |
165 end; |
166 |
166 |
167 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
167 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
168 |
168 |
|
169 if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
|
170 begin |
|
171 AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY) |
|
172 end; |
|
173 |
169 if (ap.Angle > 0) then |
174 if (ap.Angle > 0) then |
170 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
175 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
171 else if (ap.Angle < 0) then |
176 else if (ap.Angle < 0) then |
172 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
177 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
173 |
178 |
185 else if dAngle < 0 then |
190 else if dAngle < 0 then |
186 begin |
191 begin |
187 AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
192 AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
188 AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0) |
193 AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0) |
189 end |
194 end |
190 end; |
|
191 |
|
192 if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
|
193 begin |
|
194 AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY) |
|
195 end; |
195 end; |
196 |
196 |
197 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
197 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
198 begin |
198 begin |
199 AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0); |
199 AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0); |