Am Montag, 4. Dezember 2006 10:43 schrieb [EMAIL PROTECTED]: > Hey. I've been chasing this bug for a long time, finally *nailed* it: The > bug appears semi randomly which is part of why it was so hard to *find* - > especially since it tended to more often than not simply not appear on > other people's machines. > > What you do to demonstrate this bug (well, when it feels like happening > anyway): Attach repair units to a commander. While the commander is firing > at something, if any unit in the range of distance of the repair units get > damaged, they sometimes won't do anything. (Defined as *will* chase the > commander around, but *won't* fix anything.) > > Doing a bunch of debugging proved that the units that were getting messed > up were following the order to defend the commander(DORDER_GUARD), but were > being told to *ATTACK* the target the commander was firing at; I don't know > exactly why, but after being told to attack something they go back to > action state DACTION_NONE on the next loop around... Being told to attack > things seems to (from my reading of the code in order.c) make it skip the > calls to make them look for things to fix. > > As for how sometimes the repair units worked fine while attached to a > commander without this patch I don't know why, but this patch fixes the > problem I was having with them getting stuck every time my commander fired > at something. What about other non attacking units like sensors (and I guess there are others)? Do we need to handle them as special cases, too? If yes, would it somehow be possible to make this more generic? Eg classify a droid as not attacking?
> By the way, the formatting of the code is a little wacky, perhaps you guys > should use astyle to clean it up? Just a suggestion. Would be good, Per and I allready talked about that a looong time ago. But the code is currently very much moving and I think we didn't yet agree on a style we want to use, so we skiped it for now. --Dennis
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