From a6dbf6a268942290855021d97896ccf510c6581e Mon Sep 17 00:00:00 2001 From: sanderd17 Date: Tue, 14 Jan 2014 21:32:51 +0000 Subject: [PATCH] instead of removing members from formations as in e98478b68c, let the members stay in formation, but disable formation rearrangement in those cases. This fixes issues with queueing orders, and should also fix #2380 This was SVN commit r14584. --- .../data/mods/public/simulation/components/UnitAI.js | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/binaries/data/mods/public/simulation/components/UnitAI.js b/binaries/data/mods/public/simulation/components/UnitAI.js index 83bc880e5c..5a2d9c08e9 100644 --- a/binaries/data/mods/public/simulation/components/UnitAI.js +++ b/binaries/data/mods/public/simulation/components/UnitAI.js @@ -1103,7 +1103,7 @@ var UnitFsmSpec = { // Wait for individual members to finish "enter": function(msg) { var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); - cmpFormation.SetRearrange(true); + cmpFormation.SetRearrange(false); this.StartTimer(1000, 1000); }, @@ -1334,14 +1334,6 @@ var UnitFsmSpec = { // Sanity-checking if (this.IsAnimal()) error("Animal got moved into INDIVIDUAL.* state"); - - // an entity in individual state shouldn't belong to a formation - if (this.IsFormationMember()) - { - var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); - if (cmpFormation) - cmpFormation.RemoveMembers([this.entity]); - } }, "Attacked": function(msg) {