Comment out temp. fixes to flush out AI deadlocks

This commit is contained in:
Asdow
2023-10-02 22:20:43 +03:00
parent ae709f2d19
commit 6131ebc689
+5 -5
View File
@@ -677,10 +677,10 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
// Poor hack to prevent AI deadlocking in case they change stance before firing and player gets an interrupt.
// Without this, if player doesn't move any mercs, the AI soldier won't fire and will wait until the deadlock is broken
// By canceling the AI action, the AI can reconsider actions and oddly enough, usually decides to fire but this time successfully.
if (pSoldier->aiData.bAction == AI_ACTION_FIRE_GUN && pSoldier->aiData.bLastAction == AI_ACTION_NONE)
{
CancelAIAction(pSoldier, FALSE);
}
//if (pSoldier->aiData.bAction == AI_ACTION_FIRE_GUN && pSoldier->aiData.bLastAction == AI_ACTION_NONE)
//{
// CancelAIAction(pSoldier, FALSE);
//}
pSoldier->aiData.bNewSituation = WAS_NEW_SITUATION;
}
}
@@ -1817,7 +1817,7 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
if ((pSoldier->aiData.bAlertStatus == STATUS_BLACK) || (pSoldier->aiData.bAlertStatus == STATUS_RED))
{
// always freshly rethink things at start of his turn
CancelAIAction(pSoldier, FALSE);
//CancelAIAction(pSoldier, FALSE);
pSoldier->aiData.bNewSituation = IS_NEW_SITUATION;
}
else