Transport sinking and units surviving

Joined
Jun 7, 2008
Messages
6,123
Location
Just wonder...
There's a bug in the code of void CvUnit::killUnconditional in cvunit.cpp

I've seen the code is the same in AND and C2C; that way you never get a surviving unit.
Correct code should be
Code:
				else
[COLOR="Red"]					{[/COLOR]
	/************************************************************************************************/
	/* Afforess	                     END                                                            */
	/************************************************************************************************/
						MEMORY_TRACK_EXEMPT();

						szBuffer = gDLL->getText("TXT_KEY_MISC_UNIT_DROWNED", [COLOR="Red"]pLoopUnit->getNameKey()[/COLOR]);
						AddDLLMessage(getOwnerINLINE(), true, GC.getEVENT_MESSAGE_TIME(), szBuffer, GC.getEraInfo(GC.getGameINLINE().getCurrentEra()).getAudioUnitDefeatScript(), MESSAGE_TYPE_INFO, NULL, (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), plot()->getX_INLINE(), plot()->getY_INLINE());
						bMessaged = true;
						pLoopUnit->kill(false, ePlayer, bMessaged);

						oldUnits = tempUnits;
[COLOR="Red"]					}	[/COLOR]

Brackets were missing and also that part in red was wrong, the message you were getting before was "Your GALLEY (or transport or whatever) has drowned at sea", while now correctly tells you which transported unit has drowned.
 
Top Bottom