Always abort the FSM transition when failing to enter a state. Fixes #1669.
This was SVN commit r12674.
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@ -1125,7 +1125,7 @@ var UnitFsmSpec = {
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// No rate, give up on gathering
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this.FinishOrder();
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return;
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return true;
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}
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// Scale timing interval based on rate, and start timer
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@ -1521,7 +1521,7 @@ var UnitFsmSpec = {
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{
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// Can't reach it, no longer owned by ally, or it doesn't exist any more
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this.FinishOrder();
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return;
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return true;
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}
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else
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{
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@ -1676,10 +1676,9 @@ var UnitFsmSpec = {
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}
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}
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}
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// Garrisoning failed for some reason, so finish the order
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this.FinishOrder();
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return;
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return true;
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},
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"Order.Ungarrison": function() {
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