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- 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
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@@ -816,14 +816,18 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
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return;
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return;
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}
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}
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// WANNE: Disabled the following lines to fix the bug, that Fatima will not leave the sector!
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// When Fatima wants to leave the sectur, the condition is met, the method returns and Fatima would stay in the sector!
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/*
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// SANDRO - hack! interrupt issue - we don't want to recalculate our path if no new situation and we are already on move
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// SANDRO - hack! interrupt issue - we don't want to recalculate our path if no new situation and we are already on move
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// 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
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// 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
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if ( pSoldier->aiData.bNewSituation == NOT_NEW_SITUATION && pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->pathing.sFinalDestination))
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if ( pSoldier->aiData.bNewSituation == NOT_NEW_SITUATION && pSoldier->aiData.bActionInProgress && !TileIsOutOfBounds(pSoldier->pathing.sFinalDestination ))
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{
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{
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// just set our path to previously decided final destination
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// just set our path to previously decided final destination
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NewDest(pSoldier,pSoldier->pathing.sFinalDestination);
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NewDest(pSoldier,pSoldier->pathing.sFinalDestination);
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return;
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return;
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}
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}
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*/
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if (IsActionAffordable(pSoldier))
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if (IsActionAffordable(pSoldier))
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{
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{
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