Revert back to original AI deadlock breaking

For now..
This commit is contained in:
Asdow
2024-02-11 17:20:10 +02:00
parent dfc17c68c6
commit 57716e1c07
+3 -2
View File
@@ -799,7 +799,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
********/ ********/
if (gfTurnBasedAI) if (gfTurnBasedAI)
{ {
if (true) #if 0
{ {
// added by Flugente: static pointers, used to break out of an endless circles // added by Flugente: static pointers, used to break out of an endless circles
static SOLDIERTYPE* pLastDecisionSoldier = NULL; static SOLDIERTYPE* pLastDecisionSoldier = NULL;
@@ -832,7 +832,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
lastdecisioncount = 0; lastdecisioncount = 0;
} }
} }
else #else
{ {
time_t tCurrentTime = time(0); time_t tCurrentTime = time(0);
UINT32 uiShortDelay = 10; UINT32 uiShortDelay = 10;
@@ -871,6 +871,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
#endif #endif
} }
} }
#endif
} }
// We STILL do not want to issue new orders while an attack busy situation is going on. This can happen, for example, // We STILL do not want to issue new orders while an attack busy situation is going on. This can happen, for example,