Hello once more

I guess my time didn't allow for as much contribution as I would have
liked, but of course I couldn't keep my fingers off Warzone either,
and it really bothered me that sensors were essentially useless given
WZ's focus on artillery.

So here goes.  It's even less than a one-line fix: it only shifts
around a '//'.

The underlying problem is that sensor droids have numWeaps=0 but
uninitialized asWeapons, and chooseOrderObj used the latter to detect
if the droid is armed.  Someone (Watermelon?) who knows the finer
details of DROID structs might want to clarify and/or fix deeper
below.

Greetings
Thomas

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Index: src/order.c
===================================================================
--- src/order.c	(revision 970)
+++ src/order.c	(working copy)
@@ -3261,8 +3261,8 @@
         }
 	}
 	// else default to attack if the droid has a weapon
-	//else if (psDroid->numWeaps > 0
-    else if (psDroid->asWeaps[0].nStat > 0
+	else if (psDroid->numWeaps > 0
+    //else if (psDroid->asWeaps[0].nStat > 0
 			&& psObj->player != psDroid->player
 			&& !aiCheckAlliances(psObj->player , psDroid->player) )
 	{

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