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docu fixes
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@ -1,46 +1,52 @@
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--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
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--
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--
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-- ===
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--
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--
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-- ### Author: **FlightControl**
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--
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--
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-- ### Contributions: **funkyfranky**
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--
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--
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-- ===
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--
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--
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-- @module Wrapper.Static
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-- @image Wrapper_Static.JPG
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--- @type STATIC
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-- @extends Wrapper.Positionable#POSITIONABLE
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--- Wrapper class to handle Static objects.
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--
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--
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-- Note that Statics are almost the same as Units, but they don't have a controller.
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-- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects:
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--
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--
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-- * Wraps the DCS Static objects.
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-- * Support all DCS Static APIs.
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-- * Enhance with Static specific APIs not in the DCS API set.
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--
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--
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-- ## STATIC reference methods
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--
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--
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-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
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-- This is done at the beginning of the mission (when the mission starts).
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--
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--
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-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
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-- using the Static Name.
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--
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--
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-- Another thing to know is that STATIC objects do not "contain" the DCS Static object.
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-- The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
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-- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
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--
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--
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-- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
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--
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--
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-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
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--
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-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
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--
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--
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-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
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--
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-- @field #STATIC
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STATIC = { ClassName = "STATIC" }
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STATIC = {
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ClassName = "STATIC",
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}
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--- Register a static object.
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-- @param #STATIC self
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@ -52,6 +58,7 @@ function STATIC:Register( StaticName )
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return self
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end
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--- Finds a STATIC from the _DATABASE using a DCSStatic object.
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-- @param #STATIC self
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-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
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@ -76,13 +83,13 @@ function STATIC:FindByName( StaticName, RaiseError )
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-- Set static name.
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self.StaticName = StaticName
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if StaticFound then
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return StaticFound
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end
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if RaiseError == nil or RaiseError == true then
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error( "STATIC not found for: " .. StaticName )
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if RaiseError == nil or RaiseError == true then
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error( "STATIC not found for: " .. StaticName )
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end
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return nil
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@ -90,39 +97,38 @@ end
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--- Destroys the STATIC.
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-- @param #STATIC self
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-- @param #boolean GenerateEvent (Optional) true to generate a crash or dead event, false to not generate any event. `nil` (default) creates a remove event.
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-- @return #nil The DCS StaticObject is not existing or alive.
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--
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-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
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-- @return #nil The DCS StaticObject is not existing or alive.
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-- @usage
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-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
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-- Helicopter = STATIC:FindByName( "Helicopter" )
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-- Helicopter:Destroy( true )
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--
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--
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-- @usage
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-- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
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-- Tanks = UNIT:FindByName( "Tank" )
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-- Tanks:Destroy( true )
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--
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--
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-- @usage
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-- -- Ship static example: destroy the Ship silently.
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-- Ship = STATIC:FindByName( "Ship" )
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-- Ship:Destroy()
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--
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--
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-- @usage
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-- -- Destroy without event generation example.
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-- Ship = STATIC:FindByName( "Boat" )
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-- Ship:Destroy( false ) -- Don't generate any event upon destruction.
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--
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-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
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--
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function STATIC:Destroy( GenerateEvent )
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self:F2( self.ObjectName )
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local DCSObject = self:GetDCSObject()
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if DCSObject then
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local StaticName = DCSObject:getName()
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self:F( { StaticName = StaticName } )
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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self:CreateEventCrash( timer.getTime(), DCSObject )
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@ -134,7 +140,7 @@ function STATIC:Destroy( GenerateEvent )
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else
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self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
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end
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DCSObject:destroy()
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return true
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end
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@ -142,16 +148,17 @@ function STATIC:Destroy( GenerateEvent )
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return nil
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end
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--- Get DCS object of static of static.
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-- @param #STATIC self
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-- @return DCS static object
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function STATIC:GetDCSObject()
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local DCSStatic = StaticObject.getByName( self.StaticName )
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if DCSStatic then
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return DCSStatic
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end
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return nil
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end
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@ -163,7 +170,7 @@ function STATIC:GetUnits()
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local DCSStatic = self:GetDCSObject()
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local Statics = {}
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if DCSStatic then
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Statics[1] = STATIC:Find( DCSStatic )
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self:T3( Statics )
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@ -173,6 +180,7 @@ function STATIC:GetUnits()
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return nil
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end
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--- Get threat level of static.
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-- @param #STATIC self
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-- @return #number Threat level 1.
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@ -186,62 +194,65 @@ end
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
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-- @param #number Delay Delay in seconds before the static is spawned.
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function STATIC:SpawnAt( Coordinate, Heading, Delay )
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function STATIC:SpawnAt(Coordinate, Heading, Delay)
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Heading = Heading or 0
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Heading=Heading or 0
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if Delay and Delay > 0 then
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SCHEDULER:New( nil, self.SpawnAt, { self, Coordinate, Heading }, Delay )
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if Delay and Delay>0 then
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SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
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SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
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end
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return self
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end
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--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
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-- This is useful to respawn a cargo after it has been destroyed.
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-- @param #STATIC self
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-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawn( CountryID, Delay )
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function STATIC:ReSpawn(CountryID, Delay)
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if Delay and Delay > 0 then
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SCHEDULER:New( nil, self.ReSpawn, { self, CountryID }, Delay )
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if Delay and Delay>0 then
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SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
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else
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CountryID = CountryID or self:GetCountry()
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, CountryID )
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SpawnStatic:Spawn( nil, self.StaticName )
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CountryID=CountryID or self:GetCountry()
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
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SpawnStatic:Spawn(nil, self.StaticName)
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end
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return self
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end
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--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
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-- @param #STATIC self
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default is the current heading.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default is now.
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function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
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-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
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-- Heading=Heading or 0
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--Heading=Heading or 0
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if Delay and Delay > 0 then
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SCHEDULER:New( nil, self.ReSpawnAt, { self, Coordinate, Heading }, Delay )
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if Delay and Delay>0 then
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SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, self:GetCountry() )
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SpawnStatic:SpawnFromCoordinate( Coordinate, Heading, self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
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SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
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end
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return self
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end
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