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[FIXED] CTLD. Injected spawns not using InitValidateAndRepositionGroundUnits
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@@ -6930,6 +6930,7 @@ end
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local alias = string.format("%s-%d", _template, math.random(1,100000))
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitRandomizeUnits(randompositions,20,2)
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:InitDelayOff()
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:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
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:SpawnFromVec2(randomcoord)
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@@ -7083,12 +7084,14 @@ end
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if canmove then
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitRandomizeUnits(true,20,2)
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:InitDelayOff()
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:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
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:SpawnFromVec2(randomcoord)
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else -- don't random position of e.g. SAM units build as FOB
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitDelayOff()
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:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
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:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
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:SpawnFromVec2(randomcoord)
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end
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