diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index b2eca435a..fa6eb4631 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -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