- MP: Removed wrong "#ifdef INTERRUPT_MP_DEADLOCK_FIX"

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6045 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-05-01 10:42:55 +00:00
parent fe4c6d7e8f
commit cde29c1388
2 changed files with 1 additions and 4 deletions
-3
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@@ -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
}
+1 -1
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@@ -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