diff --git a/ai/ai.c b/ai/ai.c --- a/ai/ai.c +++ b/ai/ai.c @@ -170,12 +170,8 @@ void AI_RunGameLoop(void) /* Don't do anything if ai is disabled */ if (!_ai.enabled) return; - /* Don't do anything if we are a network-client - * (too bad when a client joins, he thinks the AIs are real, so it wants to control - * them.. this avoids that, while loading a network game in singleplayer, does make - * the AIs to continue ;)) - */ - if (_networking && !_network_server && !_ai.network_client) return; + /* Don't do anything if we are a network-client */ + if (_networking && !_network_server) return; /* New tick */ _ai.tick++; @@ -185,11 +181,7 @@ void AI_RunGameLoop(void) if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; /* Check for AI-client (so joining a network with an AI) */ - if (_ai.network_client && _ai_player[_ai.network_playas].active) { - /* Run the script */ - AI_DequeueCommands(_ai.network_playas); - AI_RunTick(_ai.network_playas); - } else if (!_networking || _network_server) { + if (!_networking || _network_server) { /* Check if we want to run AIs (server or SP only) */ const Player* p; @@ -224,10 +216,6 @@ void AI_StartNewAI(PlayerID player) */ void AI_PlayerDied(PlayerID player) { - if (_ai.network_client && _ai.network_playas == player) { - _ai.network_playas = PLAYER_SPECTATOR; - } - /* Called if this AI died */ _ai_player[player].active = false; } @@ -237,16 +225,12 @@ void AI_PlayerDied(PlayerID player) */ void AI_Initialize(void) { - bool ai_network_client = _ai.network_client; - /* First, make sure all AIs are DEAD! */ AI_Uninitialize(); memset(&_ai, 0, sizeof(_ai)); memset(&_ai_player, 0, sizeof(_ai_player)); - _ai.network_client = ai_network_client; - _ai.network_playas = PLAYER_SPECTATOR; _ai.enabled = true; }