mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Progress reworking object model.
This commit is contained in:
@@ -79,13 +79,6 @@
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-- @field #UNIT.SmokeColor SmokeColor
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UNIT = {
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ClassName="UNIT",
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CategoryName = {
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[Unit.Category.AIRPLANE] = "Airplane",
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[Unit.Category.HELICOPTER] = "Helicoper",
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[Unit.Category.GROUND_UNIT] = "Ground Unit",
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[Unit.Category.SHIP] = "Ship",
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[Unit.Category.STRUCTURE] = "Structure",
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},
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FlareColor = {
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Green = trigger.flareColor.Green,
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Red = trigger.flareColor.Red,
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@@ -120,13 +113,10 @@ UNIT = {
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--- Create a new UNIT from DCSUnit.
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-- @param #UNIT self
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-- @param DCSUnit#Unit DCSUnit
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-- @param Database#DATABASE Database
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-- @param #string UnitName The name of the DCS unit.
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-- @return Unit#UNIT
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function UNIT:Register( UnitName )
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local self = BASE:Inherit( self, CONTROLLABLE:New() )
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self:F2( UnitName )
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local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) )
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self.UnitName = UnitName
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return self
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end
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@@ -168,78 +158,8 @@ function UNIT:GetDCSObject()
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return nil
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end
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--- Returns coalition of the Unit.
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-- @param Unit#UNIT self
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-- @return DCSCoalitionObject#coalition.side The side of the coalition.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetCoalition()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitCoalition = DCSUnit:getCoalition()
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self:T3( UnitCoalition )
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return UnitCoalition
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end
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return nil
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end
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--- Returns country of the Unit.
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-- @param Unit#UNIT self
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-- @return DCScountry#country.id The country identifier.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetCountry()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitCountry = DCSUnit:getCountry()
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self:T3( UnitCountry )
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return UnitCountry
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end
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return nil
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end
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--- Returns DCS Unit object name.
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-- The function provides access to non-activated units too.
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-- @param Unit#UNIT self
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-- @return #string The name of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetName()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitName = self.UnitName
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return UnitName
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end
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return nil
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end
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--- Returns if the unit is alive.
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-- @param Unit#UNIT self
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-- @return #boolean true if Unit is alive.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:IsAlive()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitIsAlive = DCSUnit:isExist()
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return UnitIsAlive
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end
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return false
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end
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--- Returns if the unit is activated.
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-- @param Unit#UNIT self
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@@ -259,30 +179,25 @@ function UNIT:IsActive()
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return nil
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end
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--- Returns if the unit is located above a runway.
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--- Returns the Unit's callsign - the localized string.
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-- @param Unit#UNIT self
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-- @return #boolean true if Unit is above a runway.
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-- @return #string The Callsign of the Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:IsAboveRunway()
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function UNIT:GetCallSign()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local PointVec2 = self:GetPointVec2()
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local SurfaceType = land.getSurfaceType( PointVec2 )
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local IsAboveRunway = SurfaceType == land.SurfaceType.RUNWAY
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self:T2( IsAboveRunway )
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return IsAboveRunway
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local UnitCallSign = DCSUnit:getCallsign()
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return UnitCallSign
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end
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self:E( self.ClassName .. " " .. self.UnitName .. " not found!" )
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return nil
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end
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--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
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-- @param Unit#UNIT self
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-- @return #string Player Name
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@@ -304,23 +219,6 @@ function UNIT:GetPlayerName()
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return nil
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end
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--- Returns the unit's unique identifier.
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-- @param Unit#UNIT self
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-- @return DCSUnit#Unit.ID Unit ID
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetID()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitID = DCSUnit:getID()
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return UnitID
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end
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return nil
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end
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--- Returns the unit's number in the group.
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-- The number is the same number the unit has in ME.
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-- It may not be changed during the mission.
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@@ -359,69 +257,23 @@ function UNIT:GetGroup()
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end
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--- Returns the unit's callsign - the localized string.
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-- Need to add here functions to check if radar is on and which object etc.
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--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
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-- DCS Units spawned with the @{SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
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-- The spawn sequence number and unit number are contained within the name after the '#' sign.
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-- @param Unit#UNIT self
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-- @return #string The Callsign of the Unit.
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-- @return #string The name of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetCallSign()
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self:F2( self.UnitName )
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function UNIT:GetPrefix()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitCallSign = DCSUnit:getCallsign()
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return UnitCallSign
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end
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return nil
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end
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--- Returns the unit's health. Dead units has health <= 1.0.
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-- @param Unit#UNIT self
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-- @return #number The Unit's health value.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetLife()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitLife = DCSUnit:getLife()
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return UnitLife
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end
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return nil
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end
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--- Returns the Unit's initial health.
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-- @param Unit#UNIT self
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-- @return #number The Unit's initial health value.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetLife0()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitLife0 = DCSUnit:getLife0()
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return UnitLife0
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end
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return nil
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end
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--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
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-- @param Unit#UNIT self
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-- @return #number The relative amount of fuel (from 0.0 to 1.0).
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetFuel()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitFuel = DCSUnit:getFuel()
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return UnitFuel
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local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
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self:T3( UnitPrefix )
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return UnitPrefix
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end
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return nil
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@@ -485,63 +337,52 @@ function UNIT:GetRadar()
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return nil, nil
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end
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-- Need to add here functions to check if radar is on and which object etc.
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--- Returns unit descriptor. Descriptor type depends on unit category.
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--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
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-- @param Unit#UNIT self
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-- @return DCSUnit#Unit.Desc The Unit descriptor.
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-- @return #number The relative amount of fuel (from 0.0 to 1.0).
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetDesc()
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function UNIT:GetFuel()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitDesc = DCSUnit:getDesc()
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self:T2( UnitDesc )
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return UnitDesc
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local UnitFuel = DCSUnit:getFuel()
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return UnitFuel
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end
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self:E( "Unit " .. self.UnitName .. "not found!" )
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return nil
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end
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--- Returns the type name of the DCS Unit.
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--- Returns the unit's health. Dead units has health <= 1.0.
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-- @param Unit#UNIT self
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-- @return #string The type name of the DCS Unit.
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-- @return #number The Unit's health value.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetTypeName()
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self:F2( self.UnitName )
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function UNIT:GetLife()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitTypeName = DCSUnit:getTypeName()
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self:T3( UnitTypeName )
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return UnitTypeName
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local UnitLife = DCSUnit:getLife()
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return UnitLife
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end
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return nil
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return nil
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end
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--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
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-- DCS Units spawned with the @{SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
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-- The spawn sequence number and unit number are contained within the name after the '#' sign.
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--- Returns the Unit's initial health.
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-- @param Unit#UNIT self
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-- @return #string The name of the DCS Unit.
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-- @return #number The Unit's initial health value.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetPrefix()
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self:F2( self.UnitName )
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function UNIT:GetLife0()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
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self:T3( UnitPrefix )
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return UnitPrefix
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local UnitLife0 = DCSUnit:getLife0()
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return UnitLife0
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end
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return nil
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@@ -549,83 +390,6 @@ end
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--- Returns the @{DCSTypes#Vec2} vector indicating the point in 2D of the DCS Unit within the mission.
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-- @param Unit#UNIT self
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-- @return DCSTypes#Vec2 The 2D point vector of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetPointVec2()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPointVec3 = DCSUnit:getPosition().p
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local UnitPointVec2 = {}
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UnitPointVec2.x = UnitPointVec3.x
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UnitPointVec2.y = UnitPointVec3.z
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self:T2( UnitPointVec2 )
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return UnitPointVec2
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end
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return nil
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end
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--- Returns the @{DCSTypes#Vec3} vector indicating the point in 3D of the DCS Unit within the mission.
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-- @param Unit#UNIT self
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-- @return DCSTypes#Vec3 The 3D point vector of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetPointVec3()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPointVec3 = DCSUnit:getPosition().p
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self:T3( UnitPointVec3 )
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return UnitPointVec3
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end
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return nil
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end
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--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the DCS Unit within the mission.
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-- @param Unit#UNIT self
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-- @return DCSTypes#Position The 3D position vectors of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetPositionVec3()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPosition = DCSUnit:getPosition()
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self:T3( UnitPosition )
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return UnitPosition
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end
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return nil
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end
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--- Returns the DCS Unit velocity vector.
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-- @param Unit#UNIT self
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-- @return DCSTypes#Vec3 The velocity vector
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetVelocity()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitVelocityVec3 = DCSUnit:getVelocity()
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self:T3( UnitVelocityVec3 )
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return UnitVelocityVec3
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end
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return nil
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end
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-- Is functions
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@@ -663,40 +427,6 @@ function UNIT:IsNotInZone( Zone )
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end
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end
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--- Returns true if the DCS Unit is in the air.
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-- @param Unit#UNIT self
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-- @return #boolean true if in the air.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:InAir()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitInAir = DCSUnit:inAir()
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self:T3( UnitInAir )
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return UnitInAir
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end
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return nil
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end
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--- Returns the altitude of the DCS Unit.
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-- @param Unit#UNIT self
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-- @return DCSTypes#Distance The altitude of the DCS Unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:GetAltitude()
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self:F2()
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPointVec3 = DCSUnit:getPoint() --DCSTypes#Vec3
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return UnitPointVec3.y
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end
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return nil
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end
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--- Returns true if there is an **other** DCS Unit within a radius of the current 2D point of the DCS Unit.
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-- @param Unit#UNIT self
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@@ -725,41 +455,6 @@ function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
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return nil
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end
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--- Returns the DCS Unit category name as defined within the DCS Unit Descriptor.
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-- @param Unit#UNIT self
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-- @return #string The DCS Unit Category Name
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function UNIT:GetCategoryName()
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitCategoryName = self.CategoryName[ self:GetDesc().category ]
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return UnitCategoryName
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end
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return nil
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end
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--- Returns the DCS Unit heading.
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-- @param Unit#UNIT self
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-- @return #number The DCS Unit heading
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function UNIT:GetHeading()
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitPosition = DCSUnit:getPosition()
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if UnitPosition then
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local UnitHeading = math.atan2( UnitPosition.x.z, UnitPosition.x.x )
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if UnitHeading < 0 then
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UnitHeading = UnitHeading + 2 * math.pi
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end
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self:T2( UnitHeading )
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return UnitHeading
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end
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end
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return nil
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end
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--- Signal a flare at the position of the UNIT.
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Reference in New Issue
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