From 57716e1c07067c276904d89909158a0e78b22f5d Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Sun, 11 Feb 2024 17:20:10 +0200 Subject: [PATCH] Revert back to original AI deadlock breaking For now.. --- TacticalAI/AIMain.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 30e63e95..76e58b3a 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -799,7 +799,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named ********/ if (gfTurnBasedAI) { - if (true) +#if 0 { // added by Flugente: static pointers, used to break out of an endless circles static SOLDIERTYPE* pLastDecisionSoldier = NULL; @@ -832,7 +832,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named lastdecisioncount = 0; } } - else +#else { time_t tCurrentTime = time(0); UINT32 uiShortDelay = 10; @@ -871,6 +871,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named #endif } } +#endif } // We STILL do not want to issue new orders while an attack busy situation is going on. This can happen, for example,