149 if (ap.Angle > 0) then |
149 if (ap.Angle > 0) then |
150 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
150 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
151 else if (ap.Angle < 0) then |
151 else if (ap.Angle < 0) then |
152 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
152 AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
153 |
153 |
154 if (ap.Time <> 0) then |
154 if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then |
155 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
155 AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
156 |
156 |
157 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
157 if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
158 begin |
158 begin |
159 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
159 dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); |