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@@ -951,7 +951,8 @@ function GROUP:GetVec2()
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local Unit=self:GetUnit(1)
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if Unit then
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return Unit:GetVec2()
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local vec2=Unit:GetVec2()
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return vec2
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end
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end
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@@ -965,7 +966,8 @@ function GROUP:GetVec3()
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local unit=self:GetUnit(1)
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if unit then
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return unit:GetVec3()
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local vec3=unit:GetVec3()
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return vec3
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end
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self:E("ERROR: Cannot get Vec3 of group "..tostring(self.GroupName))
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@@ -996,13 +998,11 @@ end
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-- @param Wrapper.Group#GROUP self
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-- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
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function GROUP:GetCoordinate()
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self:F2( self.PositionableName )
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local FirstUnit = self:GetUnit(1)
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if FirstUnit then
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local FirstUnitCoordinate = FirstUnit:GetCoordinate()
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self:T3(FirstUnitCoordinate)
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return FirstUnitCoordinate
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end
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@@ -1176,7 +1176,7 @@ do -- Is Zone methods
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--- Check if any unit of a group is inside a @{Zone}.
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-- @param #GROUP self
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-- @param Core.Zone#ZONE_BASE Zone The zone to test.
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-- @return #boolean Returns true if at least one unit is inside the zone or false if no unit is inside.
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-- @return #boolean Returns `true` if *at least one unit* is inside the zone or `false` if *no* unit is inside.
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function GROUP:IsInZone( Zone )
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if self:IsAlive() then
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@@ -1184,7 +1184,10 @@ function GROUP:IsInZone( Zone )
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for UnitID, UnitData in pairs(self:GetUnits()) do
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local Unit = UnitData -- Wrapper.Unit#UNIT
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if Zone:IsVec3InZone(Unit:GetVec3()) then
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-- Get 2D vector. That's all we need for the zone check.
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local vec2=Unit:GetVec2()
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if Zone:IsVec2InZone(vec2) then
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return true -- At least one unit is in the zone. That is enough.
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else
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-- This one is not but another could be.
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