--- a/ai/trolly/trolly.c Tue Nov 22 14:02:45 2005 +0000
+++ b/ai/trolly/trolly.c Tue Nov 22 15:55:38 2005 +0000
@@ -44,7 +44,7 @@
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
- if (_current_player == 1) {
+ if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
}
@@ -1347,9 +1347,6 @@
void AiNewDoGameLoop(Player *p)
{
- // If it is a human player, it is not an AI, so bubye!
- if (IS_HUMAN_PLAYER(_current_player)) return;
-
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
p->ainew.state = AI_STATE_FIRST_TIME;
@@ -1362,29 +1359,6 @@
// We keep a ticker. We use it for competitor_speed
p->ainew.tick++;
- // See what the speed is
- switch (_opt.diff.competitor_speed) {
- case 0: // Very slow
- if (!(p->ainew.tick&8)) return;
- break;
-
- case 1: // Slow
- if (!(p->ainew.tick&4)) return;
- break;
-
- case 2:
- if (!(p->ainew.tick&2)) return;
- break;
-
- case 3:
- if (!(p->ainew.tick&1)) return;
- break;
-
- case 4: // Very fast
- default: // Cool, a new speed setting.. ;) VERY fast ;)
- break;
- }
-
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}