diff --git a/main/source/mod/AIPlayers/AvHAICommander.cpp b/main/source/mod/AIPlayers/AvHAICommander.cpp index c3d2c1c6..b64bab13 100644 --- a/main/source/mod/AIPlayers/AvHAICommander.cpp +++ b/main/source/mod/AIPlayers/AvHAICommander.cpp @@ -354,18 +354,7 @@ bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order) const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget); // Hive has been destroyed, no longer needs sieging - if (!Hive || Hive->Status == HIVE_STATUS_UNBUILT) { return false; } - - DeployableSearchFilter StructureFilter; - StructureFilter.DeployableTeam = pBot->Player->GetTeam(); - StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY; - StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING; - StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f); - - // Check that any siege structure exists. This will avoid situations where commander keeps ordering marines to a hive that is too well defended - bool bSiegeStructureExists = AITAC_DeployableExistsAtLocation(Hive->Location, &StructureFilter); - - return bSiegeStructureExists; + return (Hive && Hive->Status != HIVE_STATUS_UNBUILT); } break;