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#UNIT
* Improve GetGroup() as after Dec/22 patch geGroup() might be nil # SET_UNIT * Improved Docu
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@@ -629,22 +629,27 @@ end
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--- Returns the unit's group if it exist and nil otherwise.
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-- @param Wrapper.Unit#UNIT self
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-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
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--- Returns the unit's group if it exists and nil otherwise.
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-- @param Wrapper.Unit#UNIT self
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-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
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function UNIT:GetGroup()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() )
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self:F2( self.UnitName )
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local UnitGroup = GROUP:FindByName(self.GroupName)
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if UnitGroup then
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return UnitGroup
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else
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local grp = DCSUnit:getGroup()
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if grp then
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local UnitGroup = GROUP:FindByName( grp:getName() )
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return UnitGroup
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end
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end
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end
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return nil
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end
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-- Need to add here functions to check if radar is on and which object etc.
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--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
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-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
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-- The spawn sequence number and unit number are contained within the name after the '#' sign.
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