add workaround for bug #18992
This comments out a part of the offending revision 2011-09-11T00:35:26Z!gabrielmorin@gmail.com by gabba. (bug #17277) More explanation see in the bug threads.
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3c793eb445
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1 changed files with 14 additions and 6 deletions
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@ -54,16 +54,24 @@ void mapbuilder::pre_build()
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{
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bool on_current_side = (u.side() == current_side);
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/**
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* @todo Fix this code.
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*
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* It has been disabled since the temporary vacancy of a hex caused it to be
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* chosen as a hex to recruit a unit onto, leading to a collision once
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* the real unit map has been restored (bug #18992).
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*/
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//Remove any unit the current side cannot see to avoid their detection by planning
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//Units will be restored to the unit map by destruction of removers_
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if (!on_current_side && !u.is_visible_to_team((*resources::teams)[viewer_team()], false))
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{
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removers_.push_back(new temporary_unit_remover(*resources::units, u.get_location()));
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//if (!on_current_side && !u.is_visible_to_team((*resources::teams)[viewer_team()], false))
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//{
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// removers_.push_back(new temporary_unit_remover(*resources::units, u.get_location()));
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// //Don't do anything else to the removed unit!
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// continue;
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//}
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//Don't do anything else to the removed unit!
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continue;
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}
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//Reset movement points, to be restored by destruction of resetters_
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