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Generals/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1105,8 +1105,7 @@ GameMessageDisposition SelectionTranslator::translateGameMessage(const GameMessa
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else
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{
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1108-
// =================== Community Fix Start =================
1109-
// Backported Zero Hour 1.03 scud storm exploit fix //
1108+
// TheSuperHackers @bugfix ShizCalev 04/04/2025 - Backported Zero Hour 1.03 scud storm exploit fix
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Drawable *draw = TheInGameUI->getFirstSelectedDrawable();
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if( draw && draw->isKindOf( KINDOF_STRUCTURE ) )
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{
@@ -1115,7 +1114,6 @@ GameMessageDisposition SelectionTranslator::translateGameMessage(const GameMessa
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//group force attack exploit.
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TheInGameUI->deselectAllDrawables();
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}
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// =================== Community Fix End =================
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// no need to send two messages for selecting the same group.
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TheMessageStream->appendMessage((GameMessage::Type)(GameMessage::MSG_ADD_TEAM0 + group));

Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -5264,16 +5264,14 @@ StateReturnType AIAttackState::onEnter()
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return STATE_SUCCESS;
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5267-
// =================== Community Fix Start =================
5268-
// Backported Zero Hour 1.03 scud storm exploit fix //
5267+
// TheSuperHackers @bugfix ShizCalev 04/04/2025 - Backported Zero Hour 1.03 scud storm exploit fix
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//Kris: Jan 12, 2005
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//Don't allow units under construction to attack! The selection/action manager system was responsible for preventing this
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//from ever happening, but failed in two cases which I fixed. This is an extra check to mitigate cheats.
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if( source->testStatus( OBJECT_STATUS_UNDER_CONSTRUCTION ) )
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{
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return STATE_FAILURE;
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}
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// =================== Community Fix End =================
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// if all of our weapons are out of ammo, can't attack.

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