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Revert back to original AI deadlock breaking
For now..
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@@ -799,7 +799,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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********/
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if (gfTurnBasedAI)
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{
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if (true)
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#if 0
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{
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// added by Flugente: static pointers, used to break out of an endless circles
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static SOLDIERTYPE* pLastDecisionSoldier = NULL;
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@@ -832,7 +832,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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lastdecisioncount = 0;
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}
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}
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else
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#else
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{
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time_t tCurrentTime = time(0);
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UINT32 uiShortDelay = 10;
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@@ -871,6 +871,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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#endif
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}
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}
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#endif
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}
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// We STILL do not want to issue new orders while an attack busy situation is going on. This can happen, for example,
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