From e62f3ca64cbc9d2aab8e4d856d11e16c92ddae1e Mon Sep 17 00:00:00 2001 From: Mark Vejvoda Date: Sun, 28 Nov 2010 07:38:03 +0000 Subject: [PATCH] - reverted AI's repair rule logic to hunt down an AI out of synch --- source/glest_game/ai/ai_rule.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/source/glest_game/ai/ai_rule.cpp b/source/glest_game/ai/ai_rule.cpp index ba2a1052..b3d6be37 100644 --- a/source/glest_game/ai/ai_rule.cpp +++ b/source/glest_game/ai/ai_rule.cpp @@ -110,7 +110,7 @@ void AiRuleRepair::execute() { const Unit *damagedUnit= aiInterface->getMyUnit(damagedUnitIndex); //find a repairer and issue command - +/* if(damagedUnit != NULL) { static std::vector skillClassList; if(skillClassList.size() == 0) { @@ -131,8 +131,8 @@ void AiRuleRepair::execute() { return; } } +*/ -/* for(int i=0; igetMyUnitCount(); ++i){ const Unit *u= aiInterface->getMyUnit(i); const RepairCommandType *rct= static_cast(u->getType()->getFirstCtOfClass(ccRepair)); @@ -146,7 +146,6 @@ void AiRuleRepair::execute() { } } } -*/ } // =====================================================