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Finish 2.4.14
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dc4115d4e3
@ -545,6 +545,10 @@ do -- ZONE_CAPTURE_COALITION
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-- @param #ZONE_CAPTURE_COALITION self
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-- @param #number Delay
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-- We check if a unit within the zone is hit.
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-- If it is, then we must move the zone to attack state.
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self:HandleEvent( EVENTS.Hit, self.OnEventHit )
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return self
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end
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@ -789,5 +793,20 @@ do -- ZONE_CAPTURE_COALITION
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end
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end
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--- @param #ZONE_CAPTURE_COALITION self
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-- @param Core.Event#EVENTDATA EventData The event data.
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function ZONE_CAPTURE_COALITION:OnEventHit( EventData )
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local UnitHit = EventData.TgtUnit
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if UnitHit then
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if UnitHit:IsInZone( self.Zone ) then
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self:Attack()
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end
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end
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end
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end
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@ -213,3 +213,36 @@ function STATIC:ReSpawnAt( Coordinate, Heading )
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SpawnStatic:ReSpawnAt( Coordinate, Heading )
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end
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--- Returns true if the unit is within a @{Zone}.
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-- @param #STATIC self
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-- @param Core.Zone#ZONE_BASE Zone The zone to test.
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-- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE}
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function STATIC:IsInZone( Zone )
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self:F2( { self.StaticName, Zone } )
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if self:IsAlive() then
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local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
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return IsInZone
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end
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return false
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end
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--- Returns true if the unit is not within a @{Zone}.
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-- @param #STATIC self
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-- @param Core.Zone#ZONE_BASE Zone The zone to test.
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-- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE}
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function STATIC:IsNotInZone( Zone )
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self:F2( { self.StaticName, Zone } )
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if self:IsAlive() then
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local IsInZone = not Zone:IsVec3InZone( self:GetVec3() )
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self:T( { IsInZone } )
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return IsInZone
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else
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return false
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end
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end
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