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Working version, fiew!
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@ -437,44 +437,44 @@ end
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #SET_BASE self
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-- @param Core.Event#EVENTDATA Event
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function SET_BASE:_EventOnPlayerEnterUnit( Event )
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self:F3( { Event } )
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if Event.IniDCSUnit then
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local ObjectName, Object = self:AddInDatabase( Event )
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self:T3( ObjectName, Object )
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if self:IsIncludeObject( Object ) then
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self:Add( ObjectName, Object )
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--self:_EventOnPlayerEnterUnit( Event )
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end
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end
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end
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--function SET_BASE:_EventOnPlayerEnterUnit( Event )
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-- self:F3( { Event } )
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--
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-- if Event.IniDCSUnit then
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-- local ObjectName, Object = self:AddInDatabase( Event )
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-- self:T3( ObjectName, Object )
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-- if self:IsIncludeObject( Object ) then
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-- self:Add( ObjectName, Object )
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-- --self:_EventOnPlayerEnterUnit( Event )
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-- end
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-- end
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--end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #SET_BASE self
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-- @param Core.Event#EVENTDATA Event
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function SET_BASE:_EventOnPlayerLeaveUnit( Event )
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self:F3( { Event } )
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local ObjectName = Event.IniDCSUnit
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if Event.IniDCSUnit then
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if Event.IniDCSGroup then
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local GroupUnits = Event.IniDCSGroup:getUnits()
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local PlayerCount = 0
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for _, DCSUnit in pairs( GroupUnits ) do
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if DCSUnit ~= Event.IniDCSUnit then
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if DCSUnit:getPlayerName() ~= nil then
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PlayerCount = PlayerCount + 1
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end
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end
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end
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self:E(PlayerCount)
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if PlayerCount == 0 then
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self:Remove( Event.IniDCSGroupName )
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end
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end
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end
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end
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--function SET_BASE:_EventOnPlayerLeaveUnit( Event )
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-- self:F3( { Event } )
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--
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-- local ObjectName = Event.IniDCSUnit
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-- if Event.IniDCSUnit then
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-- if Event.IniDCSGroup then
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-- local GroupUnits = Event.IniDCSGroup:getUnits()
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-- local PlayerCount = 0
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-- for _, DCSUnit in pairs( GroupUnits ) do
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-- if DCSUnit ~= Event.IniDCSUnit then
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-- if DCSUnit:getPlayerName() ~= nil then
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-- PlayerCount = PlayerCount + 1
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-- end
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-- end
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-- end
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-- self:E(PlayerCount)
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-- if PlayerCount == 0 then
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-- self:Remove( Event.IniDCSGroupName )
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-- end
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-- end
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-- end
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--end
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-- Iterators
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@ -124,28 +124,24 @@ end
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--- @param #ATC_GROUND self
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function ATC_GROUND:_AirbaseMonitor()
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self:E( "In Scheduler")
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self.SetClient:ForEachClient(
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--- @param Wrapper.Client#CLIENT Client
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function( Client )
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for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
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if Client:IsAlive() then
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if AirbaseMeta.Monitor == true then
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local IsOnGround = Client:InAir() == false
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self:E( AirbaseID, AirbaseMeta.MaximumSpeed )
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for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
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self:E( AirbaseID, AirbaseMeta.MaximumSpeed )
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if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
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self.SetClient:ForEachClientInZone( AirbaseMeta.ZoneBoundary,
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--- @param Wrapper.Client#CLIENT Client
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function( Client )
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self:E( Client.UnitName )
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if Client and Client:IsAlive() then
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local NotInRunwayZone = true
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for ZoneRunwayID, ZoneRunway in pairs( AirbaseMeta.ZoneRunways ) do
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NotInRunwayZone = ( Client:IsNotInZone( ZoneRunway ) == true ) and NotInRunwayZone or false
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end
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local IsOnGround = Client:InAir() == false
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if NotInRunwayZone then
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if IsOnGround then
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@ -245,13 +241,13 @@ function ATC_GROUND:_AirbaseMonitor()
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Client:SetState( self, "Taxi", false )
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end
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end
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else
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Client:SetState( self, "Taxi", false )
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end
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end
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)
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else
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Client:SetState( self, "Taxi", false )
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end
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end
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end
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)
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return true
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end
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@ -671,6 +671,7 @@
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(AI_A2A).IdleCount" >
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<strong>AI_A2A.IdleCount</strong>
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</a>
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@ -2269,6 +2269,7 @@ The amount of seconds to delay the action.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(CARGO_CRATE).CargoCarrier" >
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<strong>CARGO_CRATE.CargoCarrier</strong>
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</a>
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@ -1160,6 +1160,7 @@ function below will use the range 1-7 just in case</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(DESIGNATE).LaserCodes" >
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<strong>DESIGNATE.LaserCodes</strong>
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</a>
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@ -2469,7 +2469,6 @@ The index of the DetectedItem.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(DETECTION_BASE).DetectedItemCount" >
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<strong>DETECTION_BASE.DetectedItemCount</strong>
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</a>
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@ -3495,7 +3495,6 @@ The y coordinate.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@ -2017,6 +2017,7 @@ The height in meters to add to the altitude of the positionable.</p>
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<dl class="function">
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<dt>
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<em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a></em>
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<a id="#(POSITIONABLE).Spot" >
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<strong>POSITIONABLE.Spot</strong>
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</a>
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@ -555,18 +555,6 @@
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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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@ -3059,48 +3047,6 @@ 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="Core.Event.html##(EVENTDATA)">Core.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="Core.Event.html##(EVENTDATA)">Core.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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@ -2882,9 +2882,6 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2899,9 +2896,6 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2937,7 +2931,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@ -2954,7 +2948,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -3282,7 +3276,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<dl class="function">
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<dt>
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<em></em>
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<em>#boolean</em>
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<a id="#(SPAWN).SpawnUnControlled" >
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<strong>SPAWN.SpawnUnControlled</strong>
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</a>
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@ -3306,7 +3300,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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@ -490,7 +490,6 @@ ptional) The name of the new static.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(SPAWNSTATIC).SpawnIndex" >
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<strong>SPAWNSTATIC.SpawnIndex</strong>
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</a>
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@ -576,6 +576,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM_PROCESS).DeployZone" >
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<strong>FSM_PROCESS.DeployZone</strong>
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</a>
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@ -489,7 +489,6 @@ The name of the player.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(ZONE_GOAL).SmokeTime" >
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<strong>ZONE_GOAL.SmokeTime</strong>
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</a>
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@ -498,9 +497,6 @@ The name of the player.</p>
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<p>self.SmokeColor = nil</p>
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</dd>
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</dl>
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<dl class="function">
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