load_land_ship() and load_land_land() automatically resupply the land
units they load. This can draw supplies from the sector where the
land units are. When load() and lload() later update the sector, they
wipe out the update made for drawing supplies, and we get a seqno
mismatch oops. Highly abusable. Disable for now.
gift(sp->shp_own, player->cnum, &land, buf);
land.lnd_ship = sp->shp_uid;
land.lnd_harden = 0;
gift(sp->shp_own, player->cnum, &land, buf);
land.lnd_ship = sp->shp_uid;
land.lnd_harden = 0;
+#if 0
+ /*
+ * FIXME if this supplies from the sector, the putsect in
+ * load() / lload() duplicates those supplies, causing a
+ * seqno mismatch
+ */
putland(land.lnd_uid, &land);
if (!has_supply(&land))
pr("WARNING: %s is out of supply!\n", prland(&land));
putland(land.lnd_uid, &land);
if (!has_supply(&land))
pr("WARNING: %s is out of supply!\n", prland(&land));
gift(lp->lnd_own, player->cnum, &land, buf);
land.lnd_land = lp->lnd_uid;
land.lnd_harden = 0;
gift(lp->lnd_own, player->cnum, &land, buf);
land.lnd_land = lp->lnd_uid;
land.lnd_harden = 0;
+#if 0
+ /* FIXME same issue as in load_land_ship() */
putland(land.lnd_uid, &land);
if (!has_supply(&land))
pr("WARNING: %s is out of supply!\n", prland(&land));
putland(land.lnd_uid, &land);
if (!has_supply(&land))
pr("WARNING: %s is out of supply!\n", prland(&land));