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#Fixes
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@ -6990,7 +6990,29 @@ do -- SET_SCENERY
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return CountU
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end
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--- Get a table of alive objects.
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-- @param #SET_GROUP self
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-- @return #table Table of alive objects
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-- @return Core.Set#SET_SCENERY SET of alive objects
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function SET_SCENERY:GetAliveSet()
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self:F2()
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local AliveSet = SET_SCENERY:New()
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-- Clean the Set before returning with only the alive Groups.
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for GroupName, GroupObject in pairs( self.Set ) do
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local GroupObject = GroupObject -- Wrapper.Group#GROUP
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if GroupObject then
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if GroupObject:IsAlive() then
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AliveSet:Add( GroupName, GroupObject )
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end
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end
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end
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return AliveSet.Set or {}, AliveSet
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end
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--- Iterate the SET_SCENERY and call an iterator function for each **alive** SCENERY, providing the SCENERY and optional parameters.
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-- @param #SET_SCENERY self
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-- @param #function IteratorFunction The function that will be called when there is an alive SCENERY in the SET_SCENERY. The function needs to accept a SCENERY parameter.
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@ -2821,6 +2821,7 @@ function PLAYERTASKCONTROLLER:_JoinTask(Group, Client, Task, Force)
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Task:AddClient(Client)
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local joined = self.gettext:GetEntry("PILOTJOINEDTASK",self.locale)
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-- PILOTJOINEDTASK = "%s, %s. You have been assigned %s task %03d",
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--self:I(string.format("Task %s | TaskType %s | Number %s | Type %s",self.MenuName or self.Name, Task.TTSType, tonumber(Task.PlayerTaskNr),type(Task.PlayerTaskNr)))
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local text = string.format(joined,ttsplayername, self.MenuName or self.Name, Task.TTSType, Task.PlayerTaskNr)
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self:T(self.lid..text)
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if not self.NoScreenOutput then
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@ -617,7 +617,7 @@ function TARGET:onafterStatus(From, Event, To)
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-- Log output verbose=1.
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if self.verbose>=1 then
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local text=string.format("%s: Targets=%d/%d Life=%.1f/%.1f Damage=%.1f", fsmstate, self:CountTargets(), self.N0, self:GetLife(), self:GetLife0(), self:GetDamage())
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if self:CountTargets() == 0 then
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if self:CountTargets() == 0 or self:GetDamage() >= 100 then
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text=text.." Dead!"
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elseif damaged then
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text=text.." Damaged!"
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@ -636,7 +636,7 @@ function TARGET:onafterStatus(From, Event, To)
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self:I(self.lid..text)
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end
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if self:CountTargets() == 0 then
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if self:CountTargets() == 0 or self:GetDamage() >= 100 then
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self:Dead()
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end
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@ -935,6 +935,9 @@ function TARGET:_AddObject(Object)
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target.Coordinate=scenery:GetCoordinate()
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target.Life0=scenery:GetLife0()
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if target.Life0==0 then target.Life0 = 1 end
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target.Life=scenery:GetLife()
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target.N0=target.N0+1
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@ -1071,7 +1074,9 @@ function TARGET:GetTargetLife(Target)
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elseif Target.Type==TARGET.ObjectType.STATIC then
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if Target.Object and Target.Object:IsAlive() then
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return 1
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local life=Target.Object:GetLife()
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return life
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--return 1
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else
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return 0
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end
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