diff --git a/binaries/data/mods/public/simulation/ai/common-api-v3/shared.js b/binaries/data/mods/public/simulation/ai/common-api-v3/shared.js index 6fa610f83b..78b25e6e18 100644 --- a/binaries/data/mods/public/simulation/ai/common-api-v3/shared.js +++ b/binaries/data/mods/public/simulation/ai/common-api-v3/shared.js @@ -297,7 +297,6 @@ SharedScript.prototype.ApplyEntitiesDelta = function(state) // Switch the metadata for (var i in this._players) { - warn (uneval(this._entityMetadata[this._players[i]][evt.msg.entity])); this._entityMetadata[this._players[i]][evt.msg.newentity] = this._entityMetadata[this._players[i]][evt.msg.entity]; this._entityMetadata[this._players[i]][evt.msg.entity] = {}; } diff --git a/binaries/data/mods/public/simulation/components/Formation.js b/binaries/data/mods/public/simulation/components/Formation.js index a527686a15..0566cb6cc2 100644 --- a/binaries/data/mods/public/simulation/components/Formation.js +++ b/binaries/data/mods/public/simulation/components/Formation.js @@ -692,18 +692,6 @@ Formation.prototype.ComputeFormationOffsets = function(active, positions, column { var usedOffsets = offsets.splice(0,t.length); var usedRealPositions = realPositions.splice(0, t.length); - // sort t so the entities far away can pick - // their position first. This reduces the maximum distance run, - // and thus the time to form a position - t.sort(function(entPos1, entPos2) - { - var dx1 = entPos1.pos.x - formationPos.x; - var dz1 = entPos1.pos.z - formationPos.z; - var dx2 = entPos2.pos.x - formationPos.x; - var dz2 = entPos2.pos.z - formationPos.z; - return dx1 * dx1 + dz1 *dz1 < dx2 * dx2 + dz2 * dz2; - }); - for each (var entPos in t) { var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions);