(svn r3226) -Fix: GPMI implementation had minor glitches
-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;) -Add: Support for AI-network-clients (an AI, connecting to a remote server) -Fix: minor AI-core problems
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@@ -3938,24 +3938,6 @@ void AiDoGameLoop(Player *p)
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AiAdjustLoan(p);
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AiBuildCompanyHQ(p);
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if (_opt.diff.competitor_speed == 4) {
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/* ultraspeed */
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_ai_actions[p->ai.state](p);
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if (p->bankrupt_asked != 0)
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return;
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} else if (_opt.diff.competitor_speed != 3) {
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p->ai.tick++;
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if (!(p->ai.tick&1))
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return;
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if (_opt.diff.competitor_speed != 2) {
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if (!(p->ai.tick&2))
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return;
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if (_opt.diff.competitor_speed == 0) {
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if (!(p->ai.tick&4))
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return;
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}
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}
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}
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#if 0
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{
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static byte old_state = 99;
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