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@@ -376,7 +376,7 @@ do -- TASK_A2A_DISPATCHER
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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--DetectedSet:Flush()
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--self:E( { DetectedSetCount = DetectedSet:Count() } )
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--self:F( { DetectedSetCount = DetectedSet:Count() } )
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if DetectedSet:Count() == 0 then
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Remove = true
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end
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@@ -418,7 +418,7 @@ do -- TASK_A2A_DISPATCHER
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end
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--self:E( { FriendliesCount = FriendliesCount } )
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--self:F( { FriendliesCount = FriendliesCount } )
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local FriendlyTypesReport = REPORT:New()
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@@ -451,7 +451,7 @@ do -- TASK_A2A_DISPATCHER
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for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
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local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
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local PlayerName = PlayerUnit:GetPlayerName()
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--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
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--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
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if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
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local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
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PlayersCount = PlayersCount + 1
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@@ -464,8 +464,6 @@ do -- TASK_A2A_DISPATCHER
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end
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--self:E( { PlayersCount = PlayersCount } )
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local PlayerTypesReport = REPORT:New()
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if PlayersCount > 0 then
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@@ -491,7 +489,7 @@ do -- TASK_A2A_DISPATCHER
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
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self:E()
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self:F()
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local AreaMsg = {}
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local TaskMsg = {}
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@@ -525,7 +523,7 @@ do -- TASK_A2A_DISPATCHER
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedCount = DetectedSet:Count()
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local DetectedZone = DetectedItem.Zone
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--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
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--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
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--DetectedSet:Flush()
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local DetectedID = DetectedItem.ID
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@@ -563,7 +561,7 @@ do -- TASK_A2A_DISPATCHER
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TaskReport:Add( Task:GetName() )
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else
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self:E("This should not happen")
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self:F("This should not happen")
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end
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end
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