diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index 247d68d6..d1881e08 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -2052,9 +2052,6 @@ void send_interrupt (SOLDIERTYPE *pSoldier) fInterfacePanelDirty = DIRTYLEVEL2; gTacticalStatus.fInterruptOccurred = TRUE; -#ifdef INTERRUPT_MP_DEADLOCK_FIX - AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] ); -#endif //this needed to add details of who's interrupt it is - hayden ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated } diff --git a/Multiplayer/connect.h b/Multiplayer/connect.h index 5c4363d7..f9fd34ff 100644 --- a/Multiplayer/connect.h +++ b/Multiplayer/connect.h @@ -148,7 +148,7 @@ extern char cServerName[30]; //OJW - 20081224 #define MAX_CONNECT_RETRIES 5 -// WANNE: After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work correctly. So I disabled this define for now ... +// WANNE: After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work either. So I disabled this define for now ... // WANNE: If this define is enabled, it hopefully fixes the "enemy AI got stuck on pure client interrupt". (this "fix" was added in revision 5623) //#define INTERRUPT_MP_DEADLOCK_FIX