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Fixes with waypoints in NTTR 2.1.1
behaves different than 1.5.7!!!
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@ -564,7 +564,7 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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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:WaypointAir(
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local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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@ -575,7 +575,8 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } )
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self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
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EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
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AIGroup:OptionROEHoldFire()
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AIGroup:OptionROTEvadeFire()
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@ -670,6 +671,7 @@ function AI_A2A:onafterRefuel( AIGroup, From, Event, To )
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self:F( { ToRefuelSpeed = ToRefuelSpeed } )
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RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
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RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
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AIGroup:OptionROEHoldFire()
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@ -417,6 +417,7 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
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self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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local AttackTasks = {}
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@ -391,7 +391,7 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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--EngageRoute[#EngageRoute+1] = CurrentCoord:WaypointAir()
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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local AttackTasks = {}
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@ -367,6 +367,7 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
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true
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)
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PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
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PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
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local Tasks = {}
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@ -652,7 +652,6 @@ function BASE:SetState( Object, Key, Value )
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self.States[ClassNameAndID] = self.States[ClassNameAndID] or {}
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self.States[ClassNameAndID][Key] = Value
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self:T2( { ClassNameAndID, Key, Value } )
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return self.States[ClassNameAndID][Key]
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end
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@ -670,7 +669,6 @@ function BASE:GetState( Object, Key )
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if self.States[ClassNameAndID] then
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local Value = self.States[ClassNameAndID][Key] or false
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self:E( { ClassNameAndID, Key, Value } )
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return Value
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end
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