@@ -45,15 +45,13 @@ static void AiNew_State_FirstTime(Player
// You have quickly a small mistake in the state-array
// With that, everything would go wrong. Finding that, is almost impossible
// With this assert, that problem can never happen.
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
}
if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
// The PathFinder (AyStar)
// TODO: Maybe when an AI goes bankrupt, this is de-init
// or when coming from a savegame.. should be checked out!
p->ainew.path_info.start_tile_tl = 0;
p->ainew.path_info.start_tile_br = 0;