forked from 0ad/0ad
fix double-click on a garrisoned hero button should select its holder, even if from autogarrison
This was SVN commit r15348.
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parent
7cf927baec
commit
e2b493bb67
@ -631,7 +631,7 @@ function getEntityOrHolder(ent)
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{
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var entState = GetEntityState(ent);
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if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length > 0 &&
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entState.unitAI.orders[0].type == "Garrison")
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(entState.unitAI.orders[0].type == "Garrison" || entState.unitAI.orders[0].type == "Autogarrison"))
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return entState.unitAI.orders[0].data.target;
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return ent;
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@ -551,7 +551,7 @@ ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata)
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if (cmpAutoGarrison && cmpAutoGarrison.PerformGarrison(ent))
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.Autogarrison();
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cmpUnitAI.Autogarrison(this.entity);
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}
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else
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{
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@ -85,7 +85,7 @@ Promotion.prototype.Promote = function(promotedTemplateName)
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// as we are already garrisoned and do not need to do
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// any further checks (or else we should do them here).
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orders.shift();
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cmpPromotedUnitAI.Autogarrison();
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cmpPromotedUnitAI.Autogarrison(orders[0].data.target);
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}
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else
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warn("Promoted garrisoned entity with empty order queue.");
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@ -4982,9 +4982,9 @@ UnitAI.prototype.Ungarrison = function()
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* Adds autogarrison order to the queue (only used by ProductionQueue for auto-garrisoning
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* and Promotion when promoting already garrisoned entities).
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*/
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UnitAI.prototype.Autogarrison = function()
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UnitAI.prototype.Autogarrison = function(target)
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{
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this.AddOrder("Autogarrison", null, false);
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this.AddOrder("Autogarrison", { "target": target }, false);
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};
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/**
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