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1abf089bc7
@ -34,8 +34,8 @@ using boost::str;
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#define INDENT AILogger::Tab ___dummy_ind
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#define PNLOG(txt) {int i = logger.lvl; while(i--) printf("\t"); tlog4 << txt; printf("\n");}
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#define BNLOG(txt, formattingEls) {int i = logger.lvl; while(i--) printf("\t"); tlog4 << (boost::format(txt) % formattingEls); printf("\n");}
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#define PNLOG(txt) {int i = logger.lvl; while(i--) tlog4 << "\t"; tlog4 << txt << "\n";}
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#define BNLOG(txt, formattingEls) {int i = logger.lvl; while(i--) tlog4 << "\t"; tlog4 << (boost::format(txt) % formattingEls) << "\n";}
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//#define LOG_ENTRY PNLOG("Entered " __FUNCTION__)
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#define LOG_ENTRY
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@ -718,6 +718,7 @@ void VCAI::init(CCallback * CB)
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LOG_ENTRY;
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playerID = myCb->getMyColor();
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myCb->waitTillRealize = true;
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myCb->unlockGsWhenWaiting = true;
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retreiveVisitableObjs(visitableObjs);
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}
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@ -333,6 +333,7 @@ CCallback::CCallback( CGameState * GS, int Player, CClient *C )
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:CBattleCallback(GS, Player, C)
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{
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waitTillRealize = false;
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unlockGsWhenWaiting = false;
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}
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const CGPathNode * CCallback::getPathInfo( int3 tile )
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@ -543,10 +543,10 @@ void processCommand(const std::string &message)
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readed >> fname;
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startGameFromFile(fname);
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}
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else if(client && client->serv && client->serv->connected) //send to server
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else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server
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{
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PlayerMessage pm(LOCPLINT->playerID,message);
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*client->serv << ±
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boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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LOCPLINT->cb->sendMessage(message);
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}
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}
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