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- Fixed a compile error on VS2003.
- Fixed some crashes that could occur when you end a game with units mouseover'ed or with the building placer active (it tries to render them after the game world is gone). This was SVN commit r4543.
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@@ -367,7 +367,7 @@ bool CEntity::processContactAction( CEntityOrder* current, size_t UNUSED(timeste
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if( !target || !target->m_extant )
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{
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popOrder();
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if( m_orderQueue.empty() && target )
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if( m_orderQueue.empty() && target.isValid() )
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{
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CEventTargetExhausted evt( target, action->m_Id );
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DispatchEvent( &evt );
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@@ -447,7 +447,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times
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m_actor->SetEntitySelection( "idle" );
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m_actor->SetRandomAnimation( "idle" );
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popOrder();
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if( m_orderQueue.empty() && target )
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if( m_orderQueue.empty() && target.isValid() )
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{
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CEventTargetExhausted evt( target, action->m_Id );
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DispatchEvent( &evt );
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@@ -473,7 +473,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times
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|| g_Game->GetWorld()->GetLOSManager()->GetUnitStatus( target, m_player ) == UNIT_HIDDEN )
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{
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popOrder();
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if( m_orderQueue.empty() && target )
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if( m_orderQueue.empty() && target.isValid() )
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{
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CEventTargetExhausted evt( target, action->m_Id );
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DispatchEvent( &evt );
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