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https://github.com/FlightControl-Master/MOOSE.git
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SEAD task is working!
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@@ -4,103 +4,166 @@
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--- TASK2_SEAD class
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-- @type TASK2_SEAD
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-- @field Client#CLIENT Client
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-- @field Set#SET_UNIT TargetSet
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-- @extends Task2#TASK2
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TASK2_SEAD = {
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ClassName = "TASK2_SEAD",
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StateMachine = {},
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Fsm = {},
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TargetSet = nil,
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}
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnAssign( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName} )
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function TASK2_SEAD:New( Client )
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self.Client:Message( "Assigned", 15 )
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self:NextEvent( Fsm.Await )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnAwait( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName} )
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self.Client:Message( "Waiting", 15 )
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self:NextEvent( Fsm.Await )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnHitTarget( Fsm, Event, From, To, TargetUnit )
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self.Client:Message( "Hit Target", 15 )
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if self.TargetSet:Count() > 0 then
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self:NextEvent( Fsm.MoreTargets )
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else
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self:NextEvent( Fsm.Destroyed )
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end
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnMoreTargets( Fsm, Event, From, To )
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self.Client:Message( "More Targets", 15 )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Unit#UNIT KilledUnit
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function TASK2_SEAD:OnKilled( Fsm, Event, From, To, KilledUnit )
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if KilledUnit:GetName() == self.Client:GetName() then
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self.Client:Message( "Player got killed", 15 )
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self:NextEvent( Fsm.Restart )
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end
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnRestart( Fsm, Event, From, To )
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self.Client:Message( "Restart SEAD Task", 15 )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function TASK2_SEAD:OnDestroyed( Fsm, Event, From, To )
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self.Client:Message( "Destroyed", 15 )
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end
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function TASK2_SEAD:New( Client, TargetSet )
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-- Inherits from BASE
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local self = BASE:Inherit( self, TASK2:New( Client ) ) -- #TASK2_SEAD
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self.TargetSet = TargetSet
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--- @param #TASK2_SEAD self
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Client#CLIENT Client
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local function OnAssign( self, Event, From, To, Task, Client )
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Task:E( { Event, From, To, Client.ClientName} )
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Client:Message( "Assigned", 15 )
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Task:NextEvent( self.Await )
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end
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--- @param #string Event
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-- @param #string From
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-- @param #string To
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local function OnAwait( self, Event, From, To, Task, Client )
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Task:E( { Event, From, To, Client.ClientName} )
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Client:Message( "Waiting", 15 )
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Task:NextEvent( self.Await )
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end
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--- @param #string Event
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-- @param #string From
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-- @param #string To
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local function OnHitTarget( self, Event, From, To )
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end
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--- @param #string Event
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-- @param #string From
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-- @param #string To
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local function OnMoreTargets( self, Event, From, To )
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end
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local function OnKilled( self, Event, From, To )
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end
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local function OnFailed( self, Event, From, To )
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end
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local function OnDestroyed( self, Event, From, To )
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end
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self.StateMachine = STATEMACHINE:New( {
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self.Fsm = STATEMACHINE_TASK:New( self, {
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initial = 'Unassigned',
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events = {
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{ name = 'Assign', from = 'Unassigned', to = 'Assigned' },
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{ name = 'Await', from = 'Assigned', to = 'Waiting' },
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{ name = 'Await', from = 'Waiting', to = 'Waiting' },
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroyed' },
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{ name = 'MoreTargets', from = 'Destroyed', to = 'Waiting' },
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{ name = 'Killed', from = 'Waiting', to = 'Killed' },
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{ name = 'Failed', from = 'Killed', to = 'Unassigned' },
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{ name = 'Destroyed', from = 'Destroyed', to = 'Finished' }
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
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{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
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{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
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{ name = 'Killed', from = 'Assigned', to = 'Failed' },
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{ name = 'Killed', from = 'Waiting', to = 'Failed' },
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{ name = 'Killed', from = 'Destroy', to = 'Failed' },
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{ name = 'Restart', from = 'Failed', to = 'Unassigned' }
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},
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callbacks = {
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onAssign = OnAssign,
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onAwait = OnAwait,
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onHitTarget = OnHitTarget,
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onMoreTargets = OnMoreTargets,
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onKilled = OnKilled,
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onFailed = OnFailed,
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onDestroyed = OnDestroyed,
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onAssign = self.OnAssign,
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onAwait = self.OnAwait,
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onHitTarget = self.OnHitTarget,
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onMoreTargets = self.OnMoreTargets,
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onDestroyed = self.OnDestroyed,
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onKilled = self.OnKilled,
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onRestart = self.OnRestart,
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}
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} )
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_EVENTDISPATCHER:OnHit( self.OnHit, self )
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_EVENTDISPATCHER:OnHit( self.EventHit, self )
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_EVENTDISPATCHER:OnDead( self.EventKilled, self )
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_EVENTDISPATCHER:OnCrash( self.EventKilled, self )
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self:Schedule()
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end
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--- @param #TASK2_SEAD self
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-- @param Event#EVENTDATA Event
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function TASK2_SEAD:OnHit( Event )
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function TASK2_SEAD:EventHit( Event )
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if Event.IniUnit then
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self:NextEvent( self.StateMachine.OnHitTarget )
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self:NextEvent( self.Fsm.HitTarget, Event.IniUnit )
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end
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end
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--- @param #TASK2_SEAD self
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-- @param Event#EVENTDATA Event
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function TASK2_SEAD:EventKilled( Event )
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if Event.IniUnit then
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self:NextEvent( self.Fsm.Killed, Event.IniUnit )
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end
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end
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