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https://github.com/FlightControl-Master/MOOSE.git
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DESIGNATE can now lase for specific codes
* DESIGNATE can now lase targets with specific laser codes upon request by players. Methods :AddMenuLaserCode() and :RemoveMenuLaserCode() added, which allow to set or delete specific additional menu options in the lase menu for players to lase with specific codes. This comes in handy for the SU-25T and the A-10A and other planes.
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@@ -194,6 +194,7 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
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<hr/>
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<p>The MENU<em>COMMAND</em>BASE class defines the main MENU class where other MENU COMMAND_
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classes are derived from, in order to set commands.</p>
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</td>
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</tr>
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<tr>
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@@ -369,6 +370,24 @@ classes are derived from, in order to set commands.</p>
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<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).New">MENU_COMMAND_BASE.New(#, self, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)</a></td>
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<td class="summary">
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<p>Constructor</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).SetCommandMenuArguments">MENU_COMMAND_BASE.SetCommandMenuArguments(#, self, CommandMenuArguments)</a></td>
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<td class="summary">
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<p>This sets the new command arguments of a menu,
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so that if a menu is regenerated, or if command arguments change,
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that the arguments set for the menu are loosely coupled with the menu itself!!!
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If the arguments change, no new menu needs to be generated if the menu text is the same!!!</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(MENU_COMMAND_BASE).SetCommandMenuFunction">MENU_COMMAND_BASE.SetCommandMenuFunction(#, self, CommandMenuFunction)</a></td>
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<td class="summary">
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<p>This sets the new command function of a menu,
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so that if a menu is regenerated, or if command function changes,
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that the function set for the menu is loosely coupled with the menu itself!!!
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If the function changes, no new menu needs to be generated if the menu text is the same!!!</p>
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</td>
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</tr>
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</table>
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@@ -729,6 +748,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
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<p>The MENU<em>COMMAND</em>BASE class defines the main MENU class where other MENU COMMAND_
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classes are derived from, in order to set commands.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -1452,6 +1472,86 @@ ENU<em>COMMAND</em>BASE</p>
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<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(MENU_COMMAND_BASE).SetCommandMenuArguments" >
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<strong>MENU_COMMAND_BASE.SetCommandMenuArguments(#, self, CommandMenuArguments)</strong>
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</a>
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</dt>
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<dd>
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<p>This sets the new command arguments of a menu,
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so that if a menu is regenerated, or if command arguments change,
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that the arguments set for the menu are loosely coupled with the menu itself!!!
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If the arguments change, no new menu needs to be generated if the menu text is the same!!!</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> # </em></code>:
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ENU<em>COMMAND</em>BASE</p>
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</li>
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<li>
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<p><code><em> self </em></code>: </p>
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</li>
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<li>
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<p><code><em> CommandMenuArguments </em></code>: </p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(MENU_COMMAND_BASE).SetCommandMenuFunction" >
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<strong>MENU_COMMAND_BASE.SetCommandMenuFunction(#, self, CommandMenuFunction)</strong>
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</a>
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</dt>
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<dd>
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<p>This sets the new command function of a menu,
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so that if a menu is regenerated, or if command function changes,
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that the function set for the menu is loosely coupled with the menu itself!!!
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If the function changes, no new menu needs to be generated if the menu text is the same!!!</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> # </em></code>:
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ENU<em>COMMAND</em>BASE</p>
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</li>
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<li>
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<p><code><em> self </em></code>: </p>
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</li>
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<li>
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<p><code><em> CommandMenuFunction </em></code>: </p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p><em><a href="##(MENU_COMMAND_BASE)">#MENU<em>COMMAND</em>BASE</a>:</em></p>
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</dd>
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</dl>
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