(svn r2948) -Fix: the old AI needs a special flag that triggers all kind of special
abilities you really don't want to know about (free bridges, etc..)
I removed this flag some revisions ago, but the Aircraft part
depends on it, so I re-enabled it again..
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@@ -253,10 +253,9 @@ int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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_new_aircraft_id = v->index;
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// the AI doesn't click on a tile to build airplanes, so the below code will
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// the old AI doesn't click on a tile to build airplanes, so the below code will
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// never work. Therefore just assume the AI's planes always come from Hangar0
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// On hold for NewAI
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v->u.air.pos = (!_patches.ainew_active && _is_ai_player) ? 0:MAX_ELEMENTS;
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v->u.air.pos = _is_old_ai_player ? 0 : MAX_ELEMENTS;
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/* When we click on hangar we know the tile (it is in var 'tile')it is on. By that we know
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its position in the array of depots the airport has.....we can search
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