532 | | // Notify the units that their current paths can be invalid now |
533 | | CMessagePassabilityMapChanged msg; |
534 | | GetSimContext().GetComponentManager().BroadcastMessage(msg); |
| 532 | // Notify the units that their current paths can be invalid now. |
| 533 | // The passability map will be globally dirty after init, or rejoining, loading a saved game, etc. |
| 534 | // In those situations the paths can't be invalid. |
| 535 | if (!m_ObstructionsDirty.globallyDirty) |
| 536 | { |
| 537 | CMessagePassabilityMapChanged msg; |
| 538 | GetSimContext().GetComponentManager().BroadcastMessage(msg); |
| 539 | } |