(svn r23359) -Codechange: move AI_VMSuspend to Script_Suspend (and to its own file)
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@@ -18,6 +18,7 @@
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#include "../script_storage.hpp"
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#include "../../ai/ai_instance.hpp"
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#include "../script_fatalerror.hpp"
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#include "../script_suspend.hpp"
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#include "script_error.hpp"
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/**
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@@ -265,7 +266,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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if (_networking) {
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/* Suspend the AI till the command is really executed. */
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throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
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throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
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} else {
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IncreaseDoCommandCosts(res.GetCost());
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@@ -273,7 +274,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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* both avoids confusion when a developer launched his AI in a
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* multiplayer game, but also gives time for the GUI and human player
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* to interact with the game. */
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throw AI_VMSuspend(GetDoCommandDelay(), callback);
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throw Script_Suspend(GetDoCommandDelay(), callback);
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}
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NOT_REACHED();
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