Fix of bug #97
**1) Fixed GROUP:IsAlive()**
Returns if the Group is alive.
The Group must:
* Exist at run-time.
* Has at least one unit.
When the first @{Unit} of the Group is active, it will return true.
If the first @{Unit} of the Group is inactive, it will return false.
@param #GROUP self
@return #boolean true if the Group is alive and active.
@return #boolean false if the Group is alive but inactive.
@return #nil if the group does not exist anymore.
**2) Fixed IDENTIFIABLEIsAlive()**
Returns if the Identifiable is alive.
If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.
@param #IDENTIFIABLE self
@return #boolean true if Identifiable is alive.
@return #nil if the Identifiable is not existing or is not alive.
**3) Fixed UNIT:IsAlive()**
Returns if the Unit is alive.
If the Unit is not alive, nil is returned.
If the Unit is alive and active, true is returned.
If the Unit is alive but not active, false is returned.
@param #UNIT self
@return #boolean true if Unit is alive and active.
@return #boolean false if Unit is alive but not active.
@return #nil if the Unit is not existing or is not alive.
**4) Updated all test missions, as this is a core change.**
-- Fixed GROUP:IsAlive()
--- Returns if the Group is alive.
-- The Group must:
--
-- * Exist at run-time.
-- * Has at least one unit.
--
-- When the first @{Unit} of the Group is active, it will return true.
-- If the first @{Unit} of the Group is inactive, it will return false.
--
-- @param #GROUP self
-- @return #boolean true if the Group is alive and active.
-- @return #boolean false if the Group is alive but inactive.
-- @return #nil if the group does not exist anymore.
-- Fixed Identifiable:IsAlive()
--- Returns if the Identifiable is alive.
-- If the Identifiable is not alive, nil is returned.
-- If the Identifiable is alive, true is returned.
-- @param #IDENTIFIABLE self
-- @return #boolean true if Identifiable is alive.
-- @return #nil if the Identifiable is not existing or is not alive.
-- Fixed UNIT:IsAlive()
--- Returns if the Unit is alive.
-- If the Unit is not alive, nil is returned.
-- If the Unit is alive and active, true is returned.
-- If the Unit is alive but not active, false is returned.
-- @param #UNIT self
-- @return #boolean true if Unit is alive and active.
-- @return #boolean false if Unit is alive but not active.
-- @return #nil if the Unit is not existing or is not alive.
-- Updated all test missions, as this is a core change.
-- Fixed ThreatLevel call resulting in a crash during S_EVENT_CRASH or S_EVENT_DEAD. Threatlevels are determined for Player and Targets during hit events and cached.
-- Fixed issue were a player1 hiting player2 would keep granting score for that player1. Now, when the player2 is dead, the hit timestamp is reset for player1. So when player 3 causes a dead event for player2, then only player3 will receive a score and not player1 also.
-- Scenery objects and static objects are now also taken into account for the scoring.
-- When a scenery object is hit, a message is displayed.
-- Only when scenery objects are set as a goal, the S_EVENT_DEAD will result in a message to the player and scores.
-- The player will now receive scores when eliminating a static target in multi-player mode!
That's it.
FC