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NelsonAndBronte
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In fscompete.cpp
code:
attack_the_bastard = new GoalAttack(ai, him, pos);
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uppi
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in ui/interface/helptile.h
code:
#ifndef THIS_IS_MY_CONSTANT_SO_YOU_BETTER_NOT_USE_IT
#define THIS_IS_MY_CONSTANT_SO_YOU_BETTER_NOT_USE_IT
I guess they had _some_ problems with the naming of their constants...
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Martin,
It's in slicfunc.cpp:
code:
SFN_ERROR Slic_DoFreeSlaves::Call(SlicArgList *args)
{
if (args->m_numArgs > 0)
return SFN_ERROR_NUM_ARGS;
Unit city = g_slicEngine->GetContext()->GetCity(0);
if(!g_theUnitPool->IsValid(city)) {
return SFN_ERROR_OK;
}
if(!city.GetData()->GetCityData()->CapturedThisTurn()) {
if(g_network.IsClient()) {
g_network.RequestResync(RESYNC_PROBABLE_CHEATER);
}
return SFN_ERROR_OK;
}
if(g_network.IsClient()) {
g_network.SendAction(new NetAction(NET_ACTION_FREE_SLAVES, city.m_id));
}
city.FreeSlaves();
return SFN_ERROR_OK;
}
I noticed it yesterday and was going to suggest that either you or JohnBTW might want to modify it so that slaves could be freed not just on the turn that the city is captured. I couldn't find any other occurence of 'RESYNC_PROBABLE_CHEATER' in a .cpp file, but it sounds like it was intended to be some kind of defense against multiplayer cheating.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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I'm working on diplomacy. It's very 'challenging'. :sigh:
I think I've found the place where AI-AI diplomacy gets 'shut down', but the system is very complicated and I'm still trying to figure out how it works.
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closms
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MapPoint ISuck = point;
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