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Working INTERCEPT!
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@@ -1072,8 +1072,15 @@ do -- DETECTION_BASE
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-- @return #boolean trhe if there are friendlies nearby
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function DETECTION_BASE:IsFriendliesNearBy( DetectedItem )
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self:T3( DetectedItem.FriendliesNearBy )
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return DetectedItem.FriendliesNearBy or false
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return DetectedItem.FriendliesNearBy ~= nil or false
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end
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--- Returns friendly units nearby the FAC units ...
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-- @param #DETECTION_BASE self
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-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
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function DETECTION_BASE:GetFriendliesNearBy( DetectedItem )
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return DetectedItem.FriendliesNearBy
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end
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--- Background worker function to determine if there are friendlies nearby ...
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@@ -1085,7 +1092,7 @@ do -- DETECTION_BASE
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local DetectedSet = ReportGroupData.DetectedItem.Set
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local DetectedUnit = DetectedSet:GetFirst()
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DetectedItem.FriendliesNearBy = false
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DetectedItem.FriendliesNearBy = nil
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if DetectedUnit then
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@@ -1120,7 +1127,8 @@ do -- DETECTION_BASE
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self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
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if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
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DetectedItem.FriendliesNearBy = true
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DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
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DetectedItem.FriendliesNearBy[FoundUnitName] = UNIT:Find( FoundDCSUnit )
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return false
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end
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@@ -2107,16 +2115,6 @@ do -- DETECTION_AREAS
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end
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--- Returns if there are friendlies nearby the FAC units ...
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-- @param #DETECTION_AREAS self
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-- @return #boolean trhe if there are friendlies nearby
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function DETECTION_AREAS:IsFriendliesNearBy( DetectedItem )
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self:T3( DetectedItem.FriendliesNearBy )
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return DetectedItem.FriendliesNearBy or false
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end
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--- Calculate the maxium A2G threat level of the DetectedItem.
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-- @param #DETECTION_AREAS self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem
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