As part of the AI and control refactor, I refactored the basic components that provide the turn-basedness for the unit controllers.
Previously, the turn system was controlled by 2 components: the Turn Scheduler, which runs scene-wide and provides a 'heartbeat' on a specified timer; and the command queue component per combatant, that listens for the...
JTippettsMember Since 04 Jul 2003
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