forked from mirror/OpenTTD
(svn r6780) -Codechange: Remove GPMI leftovers (-b impersonisation of AI in MP).
This commit is contained in:
22
ai/ai.c
22
ai/ai.c
@@ -170,12 +170,8 @@ void AI_RunGameLoop(void)
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/* Don't do anything if ai is disabled */
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if (!_ai.enabled) return;
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/* Don't do anything if we are a network-client
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* (too bad when a client joins, he thinks the AIs are real, so it wants to control
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* them.. this avoids that, while loading a network game in singleplayer, does make
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* the AIs to continue ;))
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*/
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if (_networking && !_network_server && !_ai.network_client) return;
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/* Don't do anything if we are a network-client */
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if (_networking && !_network_server) return;
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/* New tick */
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_ai.tick++;
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@@ -185,11 +181,7 @@ void AI_RunGameLoop(void)
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client && _ai_player[_ai.network_playas].active) {
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/* Run the script */
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AI_DequeueCommands(_ai.network_playas);
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AI_RunTick(_ai.network_playas);
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} else if (!_networking || _network_server) {
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if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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const Player* p;
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@@ -224,10 +216,6 @@ void AI_StartNewAI(PlayerID player)
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*/
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void AI_PlayerDied(PlayerID player)
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{
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if (_ai.network_client && _ai.network_playas == player) {
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_ai.network_playas = PLAYER_SPECTATOR;
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}
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/* Called if this AI died */
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_ai_player[player].active = false;
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}
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@@ -237,16 +225,12 @@ void AI_PlayerDied(PlayerID player)
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*/
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void AI_Initialize(void)
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{
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bool ai_network_client = _ai.network_client;
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/* First, make sure all AIs are DEAD! */
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AI_Uninitialize();
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memset(&_ai, 0, sizeof(_ai));
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memset(&_ai_player, 0, sizeof(_ai_player));
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_ai.network_client = ai_network_client;
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_ai.network_playas = PLAYER_SPECTATOR;
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_ai.enabled = true;
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}
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