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Various Fixes
-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
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@@ -1,11 +1,11 @@
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--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Air Patrolling or Staging.**
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--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
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-- **Air Patrolling or Staging.**
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--
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-- 
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--
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--
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-- ===
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--
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-- # 1) @{#AI_PATROL_ZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
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-- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
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--
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-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
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--
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@@ -524,11 +524,11 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
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end
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end
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--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
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--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
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-- No filtering is applied, so, ANY detected UNIT can be in this list.
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-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
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-- @param #AI_PATROL_ZONE self
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-- @return #table The list of @{Wrapper.Unit#UNIT}s
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-- @return #table The list of @{Unit#UNIT}s
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function AI_PATROL_ZONE:GetDetectedUnits()
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self:F2()
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