141 gtFlame: if (Gear^.State and gsttmpFlag) <> 0 then |
141 gtFlame: if (Gear^.State and gsttmpFlag) <> 0 then |
142 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50); |
142 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50); |
143 // avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow |
143 // avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow |
144 gtMine: if ((Gear^.State and gstAttacking) = 0) and |
144 gtMine: if ((Gear^.State and gstAttacking) = 0) and |
145 (((cMineDudPercent < 90) and (Gear^.Health <> 0)) or |
145 (((cMineDudPercent < 90) and (Gear^.Health <> 0)) or |
146 ((Gear^.Health = 0) and (Gear^.Damage > 30))) then |
146 (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then |
147 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) |
147 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) |
148 else if (Gear^.State and gstAttacking) <> 0 then |
148 else if (Gear^.State and gstAttacking) <> 0 then |
149 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on |
149 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on |
150 gtExplosives: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60+Gear^.Health); |
150 gtExplosives: if isAfterAttack then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60+Gear^.Health); |
151 gtSMine: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30); |
151 gtSMine: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30); |
152 gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); |
152 gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); |
153 gtHedgehog: begin |
153 gtHedgehog: begin |
154 if Gear^.Damage >= Gear^.Health then |
154 if Gear^.Damage >= Gear^.Health then |
155 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) |
155 AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) |