The function that triggers this - it's the NEVER_HERE(); line.
void CmdSetWarePriority::execute(Game& game) { MapObject* mo = game.objects().get_object(serial_); if (upcast(ConstructionSite, cs, mo)) { if (upcast(ProductionsiteSettings, s, cs->get_settings())) { for (auto& pair : s->ware_queues) { if (pair.first == index_) { pair.second.priority = priority_; return; } } NEVER_HERE(); } } else if (upcast(Building, psite, mo)) { if (psite->owner().player_number() == sender()) { psite->set_priority(type_, index_, priority_); } } }
The function that triggers this - it's the NEVER_HERE(); line.
void CmdSetWarePrior ity::execute( Game& game) { ).get_object( serial_ ); ConstructionSit e, cs, mo)) { ProductionsiteS ettings, s, cs->get_ settings( ))) { second. priority = priority_; >owner( ).player_ number( ) == sender()) { >set_priority( type_, index_, priority_);
MapObject* mo = game.objects(
if (upcast(
if (upcast(
for (auto& pair : s->ware_queues) {
if (pair.first == index_) {
pair.
return;
}
}
NEVER_HERE();
}
} else if (upcast(Building, psite, mo)) {
if (psite-
psite-
}
}
}