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 -- GPG key ID 'BB66CCFD' available from hkp://subkeys.pgp.net or: http://n.ethz.ch/student/trast/public-key.asc
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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