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shoot a _little_ more frequently
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@ -17,9 +17,9 @@ public class EntityAIFireGun extends EntityAIBase {
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private double attackMoveSpeed = 1.0D; // how fast we move while in this state
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private double maxRange = 20; // how far our target can be before we stop shooting
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private int burstTime = 6; // maximum number of ticks in a burst (for automatic weapons)
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private int burstTime = 10; // maximum number of ticks in a burst (for automatic weapons)
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private int minWait = 10; // minimum number of ticks to wait between bursts/shots
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private int maxWait = 60; // maximum number of ticks to wait between bursts/shots
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private int maxWait = 40; // maximum number of ticks to wait between bursts/shots
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private float inaccuracy = 30; // how many degrees of inaccuracy does the AI have
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// state timers
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