From a1e58c31aa20e4ac8b617c5674dd9724ad617758 Mon Sep 17 00:00:00 2001 From: Wanne Date: Wed, 29 Feb 2012 00:22:05 +0000 Subject: [PATCH] - 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 --- TacticalAI/Movement.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/TacticalAI/Movement.cpp b/TacticalAI/Movement.cpp index d9b0beff2..74164e1e0 100644 --- a/TacticalAI/Movement.cpp +++ b/TacticalAI/Movement.cpp @@ -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)) {