commented out all my last changes to hunt down out of sync

This commit is contained in:
Titus Tscharntke 2012-05-30 23:17:17 +00:00
parent 1595eb3043
commit 4a70d090a8

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@ -2346,9 +2346,9 @@ bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr,
//attack enemies that can attack first //attack enemies that can attack first
float distToUnit=-1; float distToUnit=-1;
float distToStandingUnit=-1; //TT float distToStandingUnit=-1;
Unit* enemySeen = NULL; Unit* enemySeen = NULL;
Unit* attackingEnemySeen = NULL; //TT Unit* attackingEnemySeen = NULL;
for(int i = 0; i< enemies.size(); ++i) { for(int i = 0; i< enemies.size(); ++i) {
Unit *enemy = enemies[i]; Unit *enemy = enemies[i];
@ -2370,32 +2370,29 @@ bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr,
result = true; result = true;
} }
// ctCpuUltra, //TT
// ctCpuMega, // if(unit->getFaction()->getControlType()==ctCpuUltra ||
// unit->getFaction()->getControlType()==ctCpuMega) {
if(unit->getFaction()->getControlType()==ctCpuUltra || // if(distToStandingUnit < 0 || currentDist< distToStandingUnit) {
unit->getFaction()->getControlType()==ctCpuMega) { // if(enemies[i]->getCurrSkill()!=NULL && enemies[i]->getCurrSkill()->getClass()==scAttack) {
if(distToStandingUnit < 0 || currentDist< distToStandingUnit) { // distToStandingUnit = currentDist;
if(enemies[i]->getCurrSkill()!=NULL && enemies[i]->getCurrSkill()->getClass()==scAttack) { // attackingEnemySeen=enemies[i];
distToStandingUnit = currentDist; // }
attackingEnemySeen=enemies[i]; // }
} // }
}
}
//break; //break;
} }
} }
} }
random.randRange(0, 1); //TT if(unit->getFaction()->getControlType()==ctCpuUltra ||
if(unit->getFaction()->getControlType()==ctCpuUltra || // unit->getFaction()->getControlType()==ctCpuMega) {
unit->getFaction()->getControlType()==ctCpuMega) { // if( attackingEnemySeen!=NULL && random.randRange(0,2)!=2 ) {
if( attackingEnemySeen!=NULL && random.randRange(0,2)>0 ) { // *rangedPtr = attackingEnemySeen;
*rangedPtr = attackingEnemySeen; // enemySeen = attackingEnemySeen;
enemySeen = attackingEnemySeen; // //printf("Da hat er wen gefunden:%s\n",enemySeen->getType()->getName(false).c_str());
//printf("Da hat er wen gefunden:%s\n",enemySeen->getType()->getName(false).c_str()); // }
} // }
}
/* /*
if(enemies[i]->getType()->hasSkillClass(scAttack) && if(enemies[i]->getType()->hasSkillClass(scAttack) &&