(stre): Fix to make it match what happens in attack sequence: land
units do not react to a mountain. (stre): Add an empth_yield() per sector to make the server responsive to other players as this command is CPU intensive.
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1 changed files with 10 additions and 1 deletions
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@ -86,7 +86,10 @@ stre(void)
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else
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else
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pr("%7s", "");
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pr("%7s", "");
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if (def->sct_type != SCT_MOUNT)
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r_total = att_reacting_units(def, 0, 0, &dummy, 9999999);
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r_total = att_reacting_units(def, 0, 0, &dummy, 9999999);
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else
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r_total = 0.0;
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def->own = 0;
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def->own = 0;
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eff = att_combat_eff(def);
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eff = att_combat_eff(def);
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if (sect.sct_own == sect.sct_oldown || player->god) {
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if (sect.sct_own == sect.sct_oldown || player->god) {
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@ -105,6 +108,12 @@ stre(void)
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else
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else
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pr(" %9s", "");
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pr(" %9s", "");
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pr("%9d\n", (int)((dtotal + def->mil + r_total) * eff));
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pr("%9d\n", (int)((dtotal + def->mil + r_total) * eff));
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/*
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* This command is quite compute intensive. Yield the
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* processor after every sector, to keep the game responsive
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* for other players.
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*/
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empth_yield();
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}
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}
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if (!nsect) {
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if (!nsect) {
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if (player->argp[1])
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if (player->argp[1])
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