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WeaponType added in AttackUnit
--- WeaponType is added
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@@ -178,7 +178,7 @@ Find a summary below describing for which situation a task type is created:</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="##(TASK_A2G_DISPATCHER).New">TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).New">TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)</a></td>
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<td class="summary">
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<p>TASK<em>A2G</em>DISPATCHER constructor.</p>
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</td>
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@@ -403,7 +403,7 @@ If there are no targets to be set.</p>
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<dt>
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<a id="#(TASK_A2G_DISPATCHER).New" >
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<strong>TASK_A2G_DISPATCHER:New(The, SetGroup, Detection, Mission)</strong>
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<strong>TASK_A2G_DISPATCHER:New(Mission, SetGroup, Detection)</strong>
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</a>
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</dt>
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<dd>
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@@ -414,8 +414,8 @@ If there are no targets to be set.</p>
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<ul>
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<li>
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<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> The </em></code>:
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mission for which the task dispatching is done.</p>
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<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>:
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The mission for which the task dispatching is done.</p>
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</li>
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<li>
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@@ -429,11 +429,6 @@ The set of groups that can join the tasks within the mission.</p>
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<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
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The detection results that are used to dynamically assign new tasks to human players.</p>
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</li>
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<li>
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<p><code><em> Mission </em></code>: </p>
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</li>
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</ul>
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<h3>Return value</h3>
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