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@ -221,6 +221,7 @@ function AI_A2A:New( AIGroup )
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self:AddTransition( "*", "Return", "Returning" )
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self:AddTransition( "*", "Home", "Home" )
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self:AddTransition( "*", "LostControl", "LostControl" )
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self:AddTransition( "*", "Fuel", "Fuel" )
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self:AddTransition( "*", "Damaged", "Damaged" )
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@ -415,7 +416,7 @@ function AI_A2A:onafterStatus()
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end
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if RTB == true then
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self:RTB()
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self:__RTB( 0.5 )
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else
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self:__Status( 10 ) -- Execute the Patrol event after 30 seconds.
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end
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@ -428,7 +429,7 @@ function AI_A2A.RTBRoute( AIGroup )
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AIGroup:E( { "RTBRoute:", AIGroup:GetName() } )
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local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:RTB()
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_AI_A2A:__RTB( 0.5 )
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end
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--- @param #AI_A2A self
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@ -436,14 +437,14 @@ end
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function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Returning! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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self.CheckStatus = false
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self:ClearTargetDistance()
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local EngageRoute = {}
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--- Calculate the target route point.
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@ -456,8 +457,9 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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local Distance = CurrentCoord:Get2DDistance( ToTargetCoord )
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local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
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if Distance > 10000 then
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ToAirbaseCoord = ToTargetCoord
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if Distance < 5000 then
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self:Home()
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return
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end
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--- Create a route point of type air.
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local ToPatrolRoutePoint = ToAirbaseCoord:RoutePointAir(
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@ -492,6 +494,19 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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end
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--- @param #AI_A2A self
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-- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A:onafterHome( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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end
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end
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--- @param #AI_A2A self
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function AI_A2A:onafterDead()
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@ -351,7 +351,7 @@ end
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function AI_A2A_CAP.AttackRoute( AIGroup )
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local EngageZone = AIGroup:GetState( AIGroup, "EngageZone" ) -- AI.AI_Cap#AI_A2A_CAP
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EngageZone:Engage()
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EngageZone:__Engage( 0.5 )
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end
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--- @param #AI_A2A_CAP self
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@ -373,7 +373,7 @@ end
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterAbort( AIGroup, From, Event, To )
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AIGroup:ClearTasks()
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self:Route()
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self:__Route( 0.5 )
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end
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@ -435,8 +435,7 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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if #AttackTasks == 0 then
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self:E("No targets found -> Going back to Patrolling")
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self:Abort()
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self:Route()
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self:__Abort( 0.5 )
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else
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_CAP.AttackRoute" )
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EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
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@ -450,8 +449,7 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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end
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else
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self:E("No targets found -> Going back to Patrolling")
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self:Abort()
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self:Route()
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self:__Abort( 0.5 )
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end
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end
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@ -1035,7 +1035,7 @@ do -- AI_A2A_DISPATCHER
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self.Defenders = self.Defenders or {}
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local DefenderName = Defender:GetName()
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self.Defenders[ DefenderName ] = Squadron
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Squadron.Resources = Squadron.Resources - 1
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Squadron.Resources = Squadron.Resources - Defender:GetSize()
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self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
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end
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@ -1043,7 +1043,7 @@ do -- AI_A2A_DISPATCHER
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function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
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self.Defenders = self.Defenders or {}
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local DefenderName = Defender:GetName()
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Squadron.Resources = Squadron.Resources + 1
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Squadron.Resources = Squadron.Resources + Defender:GetSize()
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self.Defenders[ DefenderName ] = nil
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self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
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end
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@ -1312,15 +1312,28 @@ do -- AI_A2A_DISPATCHER
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self:SetDefenderTask( DefenderGCI, "GCI", Fsm, Target )
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function Fsm:onafterRTB( AIGroup, From, Event, To )
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"GCI RTB"})
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self:GetParent(self).onafterRTB( self, AIGroup, From, Event, To )
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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Dispatcher:ClearDefenderTaskTarget( AIGroup )
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To )
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self:F({"GCI Home"})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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local Squadron = self:GetSquadronFromDefender( Defender )
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if self:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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end
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end
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end
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end
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@ -1457,7 +1470,7 @@ do -- AI_A2A_DISPATCHER
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for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
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local Defender = Defender -- Wrapper.Group#GROUP
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if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
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Report:Add( string.format( " - %s ( %s - %s )", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState() ) )
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Report:Add( string.format( " - %s ( %s - %s ) %s", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:HasTask() == true and "Executing" or "Idle" ) )
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end
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end
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end
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@ -315,7 +315,7 @@ function AI_A2A_GCI.InterceptRoute( AIControllable )
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AIControllable:T( "NewEngageRoute" )
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local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_GCI
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EngageZone:Engage()
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EngageZone:__Engage( 0.5 )
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end
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--- @param #AI_A2A_GCI self
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@ -338,7 +338,7 @@ end
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function AI_A2A_GCI:onafterAbort( AIGroup, From, Event, To )
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AIGroup:ClearTasks()
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self:Return()
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self:RTB()
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self:__RTB( 0.5 )
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end
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@ -405,7 +405,7 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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if #AttackTasks == 0 then
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self:E("No targets found -> Going RTB")
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self:Return()
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self:RTB()
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self:__RTB( 0.5 )
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else
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_GCI.InterceptRoute" )
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EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
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@ -421,7 +421,7 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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else
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self:E("No targets found -> Going RTB")
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self:Return()
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self:RTB()
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self:__RTB( 0.5 )
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end
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end
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@ -352,6 +352,24 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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return nil
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end
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--- Checking the Task Queue of the controllable. Returns false if no task is on the queue. true if there is a task.
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-- @param #CONTROLLABLE self
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-- @return Wrapper.Controllable#CONTROLLABLE self
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function CONTROLLABLE:HasTask() --R2.2
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local HasTaskResult = false
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local DCSControllable = self:GetDCSObject()
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if DCSControllable then
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local Controller = self:_GetController()
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HasTaskResult = Controller:hasTask()
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end
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return HasTaskResult
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end
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--- Return a condition section for a controlled task.
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-- @param #CONTROLLABLE self
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