- see if this removes the command delay when issuing commands on idle units

This commit is contained in:
Mark Vejvoda 2011-03-25 01:50:35 +00:00
parent 860777aaec
commit 90c12da33e

View File

@ -1257,7 +1257,7 @@ bool Unit::update() {
if(currSkill->getClass() != scDie) { if(currSkill->getClass() != scDie) {
progress = 0.f; progress = 0.f;
return_value = true; return_value = true;
if(currSkill->getClass() == scStop) { if(currSkill->getClass() == scStop && this->anyCommand() == false) {
return_value = false; return_value = false;
uint32 framesSinceLastCheck = (game->getWorld()->getFrameCount() - this->getLastStopCommandCheckFrame()); uint32 framesSinceLastCheck = (game->getWorld()->getFrameCount() - this->getLastStopCommandCheckFrame());
if(this->getLastStopCommandCheckFrame() <= 0 || if(this->getLastStopCommandCheckFrame() <= 0 ||