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- see if this removes the command delay when issuing commands on idle units
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@@ -1257,7 +1257,7 @@ bool Unit::update() {
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if(currSkill->getClass() != scDie) {
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if(currSkill->getClass() != scDie) {
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progress = 0.f;
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progress = 0.f;
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return_value = true;
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return_value = true;
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if(currSkill->getClass() == scStop) {
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if(currSkill->getClass() == scStop && this->anyCommand() == false) {
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return_value = false;
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return_value = false;
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uint32 framesSinceLastCheck = (game->getWorld()->getFrameCount() - this->getLastStopCommandCheckFrame());
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uint32 framesSinceLastCheck = (game->getWorld()->getFrameCount() - this->getLastStopCommandCheckFrame());
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if(this->getLastStopCommandCheckFrame() <= 0 ||
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if(this->getLastStopCommandCheckFrame() <= 0 ||
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