AI doesn't keep its carryalls. #242

wangds opened this Issue Sep 20, 2013 · 0 comments


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The following sequence of lines in Unit_CreateWrapper is very strange.

carryall = Unit_Create(UNIT_INDEX_INVALID, UNIT_CARRYALL, houseID, tile, orientation);
if (carryall == NULL) {
    return NULL;

if (House_AreAllied(houseID, g_playerHouseID) || Unit_IsTypeOnMap(houseID, UNIT_CARRYALL)) {
    carryall->o.flags.s.byScenario = true;

Surely Unit_IsTypeOnMap is always true.
I guess the intention here was to let the AI keep the initial carryall?

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