Quote:
Originally Posted by gap
Can't you set three volatile variables, and store in them unit ID, exact range and estimated range of the last target whose range was estimated?
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Yes I could but everything will get screwed up if player chooses one contact, bounces over to another, comes back to first contact, etc.
That still doesn't help with contact either closing/retreating in respect to player's sub.
In order to make this 100% correct I need to add new variables to the units of the game (increase the amount of memory requested for each unit). That will be HIGHLY experimental because if I fail to find every place where a unit is created then I could be trampling on memory unrelated to the unit
It might be best just to convert that patch into returning short range, medium range, and long range.