- Bugfix: Fixed Fatima not leaving the sector (Bug was introduced in the development trunk in revision 4687 when "improved interrupt system (IIS)" was merged

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4971 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-02-29 00:22:05 +00:00
parent 765088d430
commit a1e58c31aa
+5 -1
View File
@@ -816,14 +816,18 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
return;
}
// WANNE: Disabled the following lines to fix the bug, that Fatima will not leave the sector!
// When Fatima wants to leave the sectur, the condition is met, the method returns and Fatima would stay in the sector!
/*
// SANDRO - hack! interrupt issue - we don't want to recalculate our path if no new situation and we are already on move
// i.e. in case we interrupted a soldier who has no idea about us seeing him, he should move along as if nothing is happening
if ( pSoldier->aiData.bNewSituation == NOT_NEW_SITUATION && pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->pathing.sFinalDestination))
if ( pSoldier->aiData.bNewSituation == NOT_NEW_SITUATION && pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->pathing.sFinalDestination ))
{
// just set our path to previously decided final destination
NewDest(pSoldier,pSoldier->pathing.sFinalDestination);
return;
}
*/
if (IsActionAffordable(pSoldier))
{