Calls to ResetPath added.
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1 changed files with 13 additions and 4 deletions
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@ -185,6 +185,7 @@ global int HandleActionRepair(Unit* unit)
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unit->Orders[0].X=goal->X;
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unit->Orders[0].Y=goal->Y;
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unit->Orders[0].Goal=goal=NULL;
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ResetPath(unit->Orders[0]);
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} else if( !goal->HP ||
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goal->Orders[0].Action==UnitActionDie ) {
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#else
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@ -192,6 +193,7 @@ global int HandleActionRepair(Unit* unit)
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unit->Command.Data.Move.DX=goal->X;
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unit->Command.Data.Move.DY=goal->Y;
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unit->Command.Data.Move.Goal=goal=NULL;
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ResetPath(unit->Command);
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} else if( !goal->HP ||
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goal->Command.Action==UnitActionDie ) {
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#endif
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@ -204,10 +206,12 @@ global int HandleActionRepair(Unit* unit)
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unit->Orders[0].X=goal->X;
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unit->Orders[0].Y=goal->Y;
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unit->Orders[0].Goal=goal=NULL;
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ResetPath(unit->Orders[0]);
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#else
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unit->Command.Data.Move.DX=goal->X;
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unit->Command.Data.Move.DY=goal->Y;
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unit->Command.Data.Move.Goal=goal=NULL;
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ResetPath(unit->Command);
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#endif
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}
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}
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@ -221,20 +225,21 @@ global int HandleActionRepair(Unit* unit)
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} else if( err<0 ) {
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#ifdef NEW_ORDERS
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DebugCheck( unit->Orders[0].Action!=UnitActionStill );
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#else
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DebugCheck( unit->Command.Action!=UnitActionStill );
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#endif
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if( goal ) { // release reference
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RefsDebugCheck( !goal->Refs );
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goal->Refs--;
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RefsDebugCheck( !goal->Refs );
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#ifdef NEW_ORDERS
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unit->Orders[0].Goal=NoUnitP;
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}
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return 1;
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}
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unit->Orders[0].Action=UnitActionRepair;
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#else
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DebugCheck( unit->Command.Action!=UnitActionStill );
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if( goal ) { // release reference
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RefsDebugCheck( !goal->Refs );
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goal->Refs--;
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RefsDebugCheck( !goal->Refs );
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unit->Command.Data.Move.Goal=NoUnitP;
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}
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return 1;
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@ -273,23 +278,27 @@ global int HandleActionRepair(Unit* unit)
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unit->Orders[0].X=goal->X;
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unit->Orders[0].Y=goal->Y;
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unit->Orders[0].Goal=goal=NULL;
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ResetPath(unit->Orders[0]);
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} else if( !goal->HP
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|| goal->Orders[0].Action==UnitActionDie ) {
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// FIXME: should I clear this here?
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unit->Orders[0].X=goal->X;
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unit->Orders[0].Y=goal->Y;
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unit->Orders[0].Goal=goal=NULL;
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ResetPath(unit->Orders[0]);
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#else
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// FIXME: should I clear this here?
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unit->Command.Data.Move.DX=goal->X;
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unit->Command.Data.Move.DY=goal->Y;
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unit->Command.Data.Move.Goal=goal=NULL;
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ResetPath(unit->Command);
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} else if( !goal->HP
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|| goal->Command.Action==UnitActionDie ) {
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// FIXME: should I clear this here?
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unit->Command.Data.Move.DX=goal->X;
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unit->Command.Data.Move.DY=goal->Y;
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unit->Command.Data.Move.Goal=goal=NULL;
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ResetPath(unit->Command);
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#endif
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}
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}
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