Reviewed whether OnCurrentOrderChanged should be change-guarded: it must not be. A reissued order is a command — "all attack" retargets through ControlTarget with the same order value, "all follow" breaks off combat, "all stay" re-anchors Home — and each depends on the handler running (and, since #2594, on the AI being prodded awake). No code path writes the same value on a hot path; all AI-internal writes are genuine transitions, so same-value fires only occur at player-command rate. Handlers that need change-detection already receive the previous order (ResolveStop uses it). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| Application | ||
| BuildTool | ||
| Logger | ||
| Server | ||
| Server.Tests | ||
| UOContent | ||
| UOContent.Tests | ||