226 begin |
226 begin |
227 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
227 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
228 if dAngle > 0 then |
228 if dAngle > 0 then |
229 begin |
229 begin |
230 AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); |
230 AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); |
231 AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0) |
231 AddAction(BestActions, aia_waitAngle, ap.Angle, 1, 0, 0); |
|
232 AddAction(BestActions, aia_Up, aim_release, 1, 0, 0) |
232 end |
233 end |
233 else if dAngle < 0 then |
234 else if dAngle < 0 then |
234 begin |
235 begin |
235 AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
236 AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
236 AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0) |
237 AddAction(BestActions, aia_waitAngle, ap.Angle, 1, 0, 0); |
|
238 AddAction(BestActions, aia_Down, aim_release, 1, 0, 0) |
237 end |
239 end |
238 end; |
240 end; |
239 |
241 |
240 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
242 if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then |
241 begin |
243 begin |