Fix: Replays were firing more sighted events than the original play.
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1 changed files with 0 additions and 11 deletions
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@ -1055,17 +1055,6 @@ bool do_replay_handle(int side_num, const std::string &do_untill)
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bool show_move = preferences::show_ai_moves() || !(current_team.is_ai() || current_team.is_network_ai());
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::move_unit(NULL, steps, NULL, NULL, show_move, NULL, true, true, true);
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//NOTE: The AI fire sighted event when moving in the FoV of team 1
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// (supposed to be the human player in SP)
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// That's ugly but let's try to make the replay works like that too
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if (side_num != 1 && resources::teams->front().fog_or_shroud() && !resources::teams->front().fogged(dst)
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&& (current_team.is_ai() || current_team.is_network_ai()))
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{
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// the second parameter is impossible to know
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// and the AI doesn't use it too in the local version
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game_events::fire("sighted",dst);
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}
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}
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else if (const config &child = cfg->child("attack"))
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