From 2b5aaad399c114d7ffa55978ff86b6b9ae84ce62 Mon Sep 17 00:00:00 2001 From: elexis Date: Fri, 31 May 2019 21:56:13 +0000 Subject: [PATCH] Revert 899714f667 to faciliate committing it again with credit in the commit message. Agreed with: wraitii and liked by vladislavbelov in https://wildfiregames.com/forum/index.php?/topic/26104-leper-attribution-request-899714f667/ Refs D1504 This was SVN commit r22330. --- .../public/simulation/helpers/Commands.js | 24 +++++++++---------- 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/binaries/data/mods/public/simulation/helpers/Commands.js b/binaries/data/mods/public/simulation/helpers/Commands.js index a2b4298482..ed55c10586 100644 --- a/binaries/data/mods/public/simulation/helpers/Commands.js +++ b/binaries/data/mods/public/simulation/helpers/Commands.js @@ -530,20 +530,20 @@ var g_Commands = { "unload-template": function(player, cmd, data) { - let entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); + var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for (let garrisonHolder of entities) { - let cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); - if (!cmpGarrisonHolder) - continue; + var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); + if (cmpGarrisonHolder) + { + // Only the owner of the garrisonHolder may unload entities from any owners + if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits + && player != +cmd.owner) + continue; - // The owner of the garrison holder can unload entities from any players, - // other players can only ungarrison theirs. - if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits && player != +cmd.owner) - continue; - - if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all)) - notifyUnloadFailure(player, garrisonHolder); + if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all)) + notifyUnloadFailure(player, garrisonHolder); + } } }, @@ -1479,7 +1479,7 @@ function GetFormationUnitAIs(ents, player, formationTemplate) var fid = formationIds[0]; var cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length - && cmpFormation.GetMemberCount() == formation.entities.length) + && cmpFormation.GetMemberCount() == formation.entities.length) { cmpFormation.DeleteTwinFormations(); // The whole formation was selected, so reuse its controller for this command