Code: Select all
const vector<CommandDescription>* CGlobalAICallback::GetUnitCommands(int unitid)
{
if(gs->teams[ai->team]->units.find(uh->units[unitid])==gs->teams[ai->team]->units.end()){
return &(uh->units[unitid]->commandAI->possibleCommands);
}
return 0;
}
const deque<Command>* CGlobalAICallback::GetCurrentUnitCommands(int unitid)
{
if(gs->teams[ai->team]->units.find(uh->units[unitid])==gs->teams[ai->team]->units.end()){
return &(uh->units[unitid]->commandAI->commandQue);
}
return 0;
}
Code: Select all
const vector<CommandDescription>* CGlobalAICallback::GetUnitCommands(int unitid)
{
if(gs->teams[ai->team]->units.find(uh->units[unitid])!=gs->teams[ai->team]->units.end()){
return &(uh->units[unitid]->commandAI->possibleCommands);
}
return 0;
}
const deque<Command>* CGlobalAICallback::GetCurrentUnitCommands(int unitid)
{
if(gs->teams[ai->team]->units.find(uh->units[unitid])!=gs->teams[ai->team]->units.end()){
return &(uh->units[unitid]->commandAI->commandQue);
}
return 0;
}
I suppose the purpose of units.find(...) is to prevent the AI from getting info about the units of other teams?
I was thinking, could I get sourceforge springrts access too?, so I can fix these little typos without spamming the forums....