From 39eefa1e67d9512adf868185c9d747386fdcb134 Mon Sep 17 00:00:00 2001 From: Titus Tscharntke Date: Sun, 19 Dec 2010 23:31:11 +0000 Subject: [PATCH] trying to fix problems with false attack alarms ... --- source/glest_game/world/unit_updater.cpp | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) diff --git a/source/glest_game/world/unit_updater.cpp b/source/glest_game/world/unit_updater.cpp index 3b51f6ef..8fd27c10 100644 --- a/source/glest_game/world/unit_updater.cpp +++ b/source/glest_game/world/unit_updater.cpp @@ -1764,16 +1764,19 @@ bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr, } //any enemy - if(!result && (enemies.size() > 0)) { - *rangedPtr= enemies.front(); - enemySeen=*rangedPtr; - return true; + for(int i = 0; i< enemies.size(); ++i) { + if(enemies[i]->isAlive() == true ) { + *rangedPtr= enemies[i]; + enemySeen=enemies[i]; + result=true; + break; + } } if(result) { - if(world->getFrameCount()-lastWarnFrameCount>80) //after 100 frames attack break we warn again + if(world->getFrameCount()-lastWarnFrameCount>10) //after 100 frames attack break we warn again { world->addAttackEffects(enemySeen); SoundRenderer::getInstance().playFx(CoreData::getInstance().getAttentionSound());