CivOne
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Game.ActiveUnit.set code looks wrong
This code:
if (value == null || (value.Busy && !value.Sentry && !value.Fortify))
looks wrong.
The original code:
if (value == null || value.MovesLeft == 0 && value.PartMoves == 0)
Clicking on a unit should "wake it up" and make it active. In the original code, a unit can't be woken up if it has no moves/partmoves left.
The new code I believe will not wake up settlers which are executing orders, which is incorrect.