Fix: Replays were firing more sighted events than the original play.

This commit is contained in:
J. Tyne 2012-06-28 01:22:19 +00:00
parent 98de76c57f
commit 45c0d0fcec

View file

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