178 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
178 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
179 |
179 |
180 if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then |
180 if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then |
181 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
181 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
182 |
182 |
|
183 // Set minimum mine bounciness for improved aim |
|
184 if (BotLevel < 5) and (a = amMine) then |
|
185 begin |
|
186 AddAction(BestActions, aia_Precise, aim_push, 10, 0, 0); |
|
187 AddAction(BestActions, aia_Timer, 1, 200, 0, 0); |
|
188 AddAction(BestActions, aia_Precise, aim_release, 10, 0, 0); |
|
189 end; |
|
190 |
183 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
191 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
184 begin |
192 begin |
185 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
193 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
186 if dAngle > 0 then |
194 if dAngle > 0 then |
187 begin |
195 begin |