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@ -135,7 +135,7 @@ function DATABASE:New()
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
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self:HandleEvent( EVENTS.Hit, self.AccountHits )
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self:HandleEvent( EVENTS.NewCargo )
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self:HandleEvent( EVENTS.DeleteCargo )
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@ -188,6 +188,7 @@ end
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--- Deletes a Unit from the DATABASE based on the Unit Name.
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-- @param #DATABASE self
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function DATABASE:DeleteUnit( DCSUnitName )
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self:T("DeleteUnit "..tostring(DCSUnitName))
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self.UNITS[DCSUnitName] = nil
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end
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@ -1569,7 +1570,6 @@ end
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-- @param #DATABASE self
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-- @param Core.Event#EVENTDATA Event
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function DATABASE:_EventOnDeadOrCrash( Event )
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if Event.IniDCSUnit then
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local name=Event.IniDCSUnitName
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@ -1610,7 +1610,8 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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-- Delete unit.
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if self.UNITS[Event.IniDCSUnitName] then
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self:DeleteUnit(Event.IniDCSUnitName)
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self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName)
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--self:DeleteUnit(Event.IniDCSUnitName)
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end
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-- Remove client players.
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@ -262,9 +262,10 @@ EVENTS = {
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WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
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WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
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-- Added with DCS 2.9.x
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UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
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--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
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UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
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UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
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MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
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--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
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MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
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MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
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MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
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@ -652,24 +653,24 @@ local _EVENTMETA = {
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Text = "S_EVENT_WEAPON_DROP"
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},
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-- DCS 2.9
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[EVENTS.UnitTaskTimeout] = {
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Order = 1,
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Side = "I",
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Event = "OnEventUnitTaskTimeout",
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Text = "S_EVENT_UNIT_TASK_TIMEOUT "
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},
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--[EVENTS.UnitTaskTimeout] = {
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-- Order = 1,
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-- Side = "I",
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-- Event = "OnEventUnitTaskTimeout",
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-- Text = "S_EVENT_UNIT_TASK_TIMEOUT "
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--},
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[EVENTS.UnitTaskStage] = {
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Order = 1,
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Side = "I",
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Event = "OnEventUnitTaskStage",
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Text = "S_EVENT_UNIT_TASK_STAGE "
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},
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[EVENTS.MacSubtaskScore] = {
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Order = 1,
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Side = "I",
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Event = "OnEventMacSubtaskScore",
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Text = "S_EVENT_MAC_SUBTASK_SCORE"
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},
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--[EVENTS.MacSubtaskScore] = {
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-- Order = 1,
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--Side = "I",
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--Event = "OnEventMacSubtaskScore",
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--Text = "S_EVENT_MAC_SUBTASK_SCORE"
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--},
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[EVENTS.MacExtraScore] = {
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Order = 1,
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Side = "I",
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@ -1516,6 +1516,7 @@ do
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash )
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if self.Filter.Zones then
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self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
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@ -1548,6 +1549,7 @@ do
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self:UnHandleEvent(EVENTS.Dead)
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self:UnHandleEvent(EVENTS.Crash)
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self:UnHandleEvent(EVENTS.RemoveUnit)
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self:UnHandleEvent(EVENTS.UnitLost)
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if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
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self.ZoneTimer:Stop()
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@ -2622,6 +2624,7 @@ do -- SET_UNIT
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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if self.Filter.Zones then
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self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
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local timing = self.ZoneTimerInterval or 30
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@ -7845,6 +7848,7 @@ do -- SET_OPSGROUP
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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end
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return self
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@ -1238,7 +1238,7 @@ function SPAWN:InitPositionVec2(Vec2)
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self:T( { self.SpawnTemplatePrefix, Vec2} )
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self.SpawnInitPosition = Vec2
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self.SpawnFromNewPosition = true
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self:I("MaxGroups:"..self.SpawnMaxGroups)
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self:T("MaxGroups:"..self.SpawnMaxGroups)
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for SpawnGroupID = 1, self.SpawnMaxGroups do
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self:_SetInitialPosition( SpawnGroupID )
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end
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@ -1390,9 +1390,10 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
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self.SpawnGroups[SpawnGroupID].Visible = true
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self:HandleEvent( EVENTS.Birth, self._OnBirth )
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self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
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if self.Repeat then
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self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
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self:HandleEvent( EVENTS.Land, self._OnLand )
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@ -1797,8 +1798,9 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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if not NoBirth then
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self:HandleEvent( EVENTS.Birth, self._OnBirth )
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end
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self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
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if self.Repeat then
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self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
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@ -3853,11 +3855,11 @@ end
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-- @param #number SpawnIndex Spawn index.
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-- @return #number self.SpawnIndex
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function SPAWN:_GetSpawnIndex( SpawnIndex )
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self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
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self:T( { template=self.SpawnTemplatePrefix, SpawnIndex=SpawnIndex, SpawnMaxGroups=self.SpawnMaxGroups, SpawnMaxUnitsAlive=self.SpawnMaxUnitsAlive, AliveUnits=self.AliveUnits, TemplateUnits=#self.SpawnTemplate.units } )
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if (self.SpawnMaxGroups == 0) or (SpawnIndex <= self.SpawnMaxGroups) then
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if (self.SpawnMaxUnitsAlive == 0) or (self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive) or self.UnControlled == true then
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self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
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self:T( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
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if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
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self.SpawnCount = self.SpawnCount + 1
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SpawnIndex = self.SpawnCount
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@ -3898,12 +3900,17 @@ function SPAWN:_OnBirth( EventData )
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end
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---
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-- @param #SPAWN self
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-- @param Core.Event#EVENTDATA EventData
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function SPAWN:_OnDeadOrCrash( EventData )
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self:F( self.SpawnTemplatePrefix )
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self:T( "Dead or crash event ID "..EventData.id)
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self:T( "Dead or crash event for "..self.SpawnTemplatePrefix )
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if EventData.id == EVENTS.Dead then return end
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local unit=UNIT:FindByName(EventData.IniUnitName)
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--local group=GROUP:FindByName(EventData.IniGroupName)
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if unit then
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@ -3623,6 +3623,7 @@ function AIRBOSS:onafterStart( From, Event, To )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
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self:HandleEvent( EVENTS.MissionEnd )
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self:HandleEvent( EVENTS.RemoveUnit )
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self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
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-- self.StatusScheduler=SCHEDULER:New(self)
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-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
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@ -403,6 +403,7 @@ function ARMYGROUP:New(group)
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self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
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self:HandleEvent(EVENTS.Dead, self.OnEventDead)
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self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
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self:HandleEvent(EVENTS.UnitLost, self.OnEventRemoveUnit)
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self:HandleEvent(EVENTS.Hit, self.OnEventHit)
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-- Start the status monitoring.
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@ -394,6 +394,7 @@ function NAVYGROUP:New(group)
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self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
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self:HandleEvent(EVENTS.Dead, self.OnEventDead)
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self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
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self:HandleEvent(EVENTS.UnitLost, self.OnEventRemoveUnit)
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-- Start the status monitoring.
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self.timerStatus=TIMER:New(self.Status, self):Start(1, 30)
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