mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Updated menu documentation and restructured some of the menu functions...
- Updated documentation. - _COMMAND:New methods now accept variable parameters. - Revised some code.
This commit is contained in:
@@ -37,6 +37,7 @@
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<li><a href="DCSWorld.html">DCSWorld</a></li>
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<li><a href="DCScountry.html">DCScountry</a></li>
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<li><a href="DCStimer.html">DCStimer</a></li>
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<li><a href="DCStrigger.html">DCStrigger</a></li>
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<li><a href="DEPLOYTASK.html">DEPLOYTASK</a></li>
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<li><a href="DESTROYBASETASK.html">DESTROYBASETASK</a></li>
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<li><a href="DESTROYGROUPSTASK.html">DESTROYGROUPSTASK</a></li>
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@@ -62,8 +63,9 @@
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<li><a href="Point.html">Point</a></li>
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<li><a href="Positionable.html">Positionable</a></li>
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<li><a href="Process.html">Process</a></li>
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<li><a href="Process_CAS.html">Process_CAS</a></li>
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<li><a href="Process_SEAD.html">Process_SEAD</a></li>
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<li><a href="Process_Destroy.html">Process_Destroy</a></li>
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<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<li><a href="Process_Smoke.html">Process_Smoke</a></li>
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<li><a href="ROUTETASK.html">ROUTETASK</a></li>
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<li><a href="STAGE.html">STAGE</a></li>
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<li><a href="Scheduler.html">Scheduler</a></li>
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@@ -74,7 +76,6 @@
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<li><a href="StateMachine.html">StateMachine</a></li>
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<li><a href="Static.html">Static</a></li>
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<li><a href="StaticObject.html">StaticObject</a></li>
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<li><a href="TASK.html">TASK</a></li>
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<li><a href="Task.html">Task</a></li>
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<li><a href="Task_Assign.html">Task_Assign</a></li>
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<li><a href="Task_CAS.html">Task_CAS</a></li>
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@@ -502,6 +503,18 @@ The following iterator methods are currently available within the SET</em>AIRBAS
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<td class="name" nowrap="nowrap"><a href="##(SET_BASE).Filter">SET_BASE.Filter</a></td>
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<td class="summary">
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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="##(SET_BASE).FilterOnce">SET_BASE:FilterOnce()</a></td>
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<td class="summary">
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<p>Filters for the defined collection.</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="##(SET_BASE).FilterStop">SET_BASE:FilterStop()</a></td>
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<td class="summary">
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<p>Stops the filtering for the defined collection.</p>
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</td>
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</tr>
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<tr>
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@@ -592,6 +605,18 @@ The following iterator methods are currently available within the SET</em>AIRBAS
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<td class="name" nowrap="nowrap"><a href="##(SET_BASE)._EventOnDeadOrCrash">SET_BASE:_EventOnDeadOrCrash(Event)</a></td>
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<td class="summary">
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<p>Handles the OnDead or OnCrash event for alive units set.</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="##(SET_BASE)._EventOnPlayerEnterUnit">SET_BASE:_EventOnPlayerEnterUnit(Event)</a></td>
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<td class="summary">
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<p>Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).</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="##(SET_BASE)._EventOnPlayerLeaveUnit">SET_BASE:_EventOnPlayerLeaveUnit(Event)</a></td>
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<td class="summary">
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<p>Handles the OnPlayerLeaveUnit event to clean the active players table.</p>
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</td>
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</tr>
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<tr>
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@@ -904,6 +929,12 @@ The following iterator methods are currently available within the SET</em>AIRBAS
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<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).FilterHasRadar">SET_UNIT:FilterHasRadar(RadarTypes)</a></td>
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<td class="summary">
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<p>Builds a set of units having a radar of give types.</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="##(SET_UNIT).FilterHasSEAD">SET_UNIT:FilterHasSEAD()</a></td>
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<td class="summary">
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<p>Builds a set of SEADable units.</p>
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</td>
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</tr>
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<tr>
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@@ -958,6 +989,30 @@ The following iterator methods are currently available within the SET</em>AIRBAS
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<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnitNotInZone">SET_UNIT:ForEachUnitNotInZone(ZoneObject, IteratorFunction, ...)</a></td>
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<td class="summary">
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<p>Iterate the SET_UNIT and call an iterator function for each <strong>alive</strong> UNIT presence not in a <a href="Zone.html">Zone</a>, providing the UNIT and optional parameters to the called function.</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="##(SET_UNIT).GetUnitThreatLevels">SET_UNIT:GetUnitThreatLevels()</a></td>
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<td class="summary">
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<p>Returns map of unit threat levels.</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="##(SET_UNIT).GetUnitTypes">SET_UNIT:GetUnitTypes()</a></td>
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<td class="summary">
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<p>Returns map of unit types.</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="##(SET_UNIT).GetUnitTypesText">SET_UNIT:GetUnitTypesText()</a></td>
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<td class="summary">
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<p>Returns a comma separated string of the unit types with a count in the <a href="Set.html">Set</a>.</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="##(SET_UNIT).HasFriendlyUnits">SET_UNIT:HasFriendlyUnits(FriendlyCoalition)</a></td>
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<td class="summary">
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<p>Returns if the <a href="Set.html">Set</a> has friendly ground units.</p>
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</td>
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</tr>
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<tr>
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@@ -970,6 +1025,12 @@ The following iterator methods are currently available within the SET</em>AIRBAS
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<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).HasRadar">SET_UNIT:HasRadar(RadarType)</a></td>
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<td class="summary">
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<p>Returns if the <a href="Set.html">Set</a> has targets having a radar (of a given type).</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="##(SET_UNIT).HasSEAD">SET_UNIT:HasSEAD()</a></td>
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<td class="summary">
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<p>Returns if the <a href="Set.html">Set</a> has targets that can be SEADed.</p>
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</td>
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</tr>
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<tr>
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@@ -1573,6 +1634,42 @@ Count</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="#(SET_BASE).FilterOnce" >
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<strong>SET_BASE:FilterOnce()</strong>
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</a>
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</dt>
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<dd>
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<p>Filters for the defined collection.</p>
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<h3>Return value</h3>
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<p><em><a href="##(SET_BASE)">#SET_BASE</a>:</em>
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self</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="#(SET_BASE).FilterStop" >
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<strong>SET_BASE:FilterStop()</strong>
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</a>
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</dt>
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<dd>
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<p>Stops the filtering for the defined collection.</p>
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<h3>Return value</h3>
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<p><em><a href="##(SET_BASE)">#SET_BASE</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -1925,6 +2022,48 @@ self</p>
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<dl class="function">
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<dt>
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<a id="#(SET_BASE)._EventOnPlayerEnterUnit" >
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<strong>SET_BASE:_EventOnPlayerEnterUnit(Event)</strong>
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</a>
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</dt>
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<dd>
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<p>Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
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</li>
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</ul>
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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="#(SET_BASE)._EventOnPlayerLeaveUnit" >
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<strong>SET_BASE:_EventOnPlayerLeaveUnit(Event)</strong>
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</a>
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</dt>
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<dd>
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<p>Handles the OnPlayerLeaveUnit event to clean the active players table.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
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</li>
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</ul>
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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="#(SET_BASE)._FilterStart" >
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<strong>SET_BASE:_FilterStart()</strong>
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</a>
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@@ -3293,6 +3432,24 @@ The radar types.</p>
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<p><em><a href="##(SET_UNIT)">#SET_UNIT</a>:</em>
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self</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="#(SET_UNIT).FilterHasSEAD" >
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<strong>SET_UNIT:FilterHasSEAD()</strong>
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</a>
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</dt>
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<dd>
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<p>Builds a set of SEADable units.</p>
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<h3>Return value</h3>
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<p><em><a href="##(SET_UNIT)">#SET_UNIT</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -3563,6 +3720,86 @@ self</p>
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<dl class="function">
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<dt>
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<a id="#(SET_UNIT).GetUnitThreatLevels" >
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<strong>SET_UNIT:GetUnitThreatLevels()</strong>
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</a>
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</dt>
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<dd>
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<p>Returns map of unit threat levels.</p>
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<h3>Return value</h3>
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<p><em>#table:</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="#(SET_UNIT).GetUnitTypes" >
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<strong>SET_UNIT:GetUnitTypes()</strong>
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</a>
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</dt>
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<dd>
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<p>Returns map of unit types.</p>
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<h3>Return value</h3>
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<p><em><a href="##(map)">#map</a>:</em></p>
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<h1>string,#number> A map of the unit types found. The key is the UnitTypeName and the value is the amount of unit types found.</h1>
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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="#(SET_UNIT).GetUnitTypesText" >
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<strong>SET_UNIT:GetUnitTypesText()</strong>
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</a>
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</dt>
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<dd>
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<p>Returns a comma separated string of the unit types with a count in the <a href="Set.html">Set</a>.</p>
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<h3>Return value</h3>
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<p><em>#string:</em>
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The unit types string</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="#(SET_UNIT).HasFriendlyUnits" >
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<strong>SET_UNIT:HasFriendlyUnits(FriendlyCoalition)</strong>
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</a>
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</dt>
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<dd>
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<p>Returns if the <a href="Set.html">Set</a> has friendly ground units.</p>
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<h3>Parameter</h3>
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<ul>
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<li>
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<p><code><em> FriendlyCoalition </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>#number:</em>
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The amount of ground targets in the Set.</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="#(SET_UNIT).HasGroundUnits" >
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<strong>SET_UNIT:HasGroundUnits()</strong>
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</a>
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@@ -3607,6 +3844,24 @@ The amount of radars in the Set with the given type</p>
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<dl class="function">
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<dt>
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<a id="#(SET_UNIT).HasSEAD" >
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<strong>SET_UNIT:HasSEAD()</strong>
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</a>
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</dt>
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<dd>
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<p>Returns if the <a href="Set.html">Set</a> has targets that can be SEADed.</p>
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<h3>Return value</h3>
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<p><em>#number:</em>
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The amount of SEADable units in the Set</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="#(SET_UNIT).IsIncludeObject" >
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<strong>SET_UNIT:IsIncludeObject(MUnit)</strong>
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</a>
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@@ -3694,6 +3949,8 @@ A single name or an array of UNIT names.</p>
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</dd>
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</dl>
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<h2><a id="#(map)" >Type <code>map</code></a></h2>
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</div>
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</div>
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Reference in New Issue
Block a user