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@ -2301,12 +2301,12 @@ function ARTY:OnEventShot(EventData)
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self.Nukes=self.Nukes-1
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end
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-- Decrease available illuminatin shells because we just fired one.
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-- Decrease available illumination shells because we just fired one.
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if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then
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self.Nillu=self.Nillu-1
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end
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-- Decrease available illuminatin shells because we just fired one.
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-- Decrease available smoke shells because we just fired one.
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if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then
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self.Nsmoke=self.Nsmoke-1
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end
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@ -3717,51 +3717,6 @@ function ARTY:_NuclearBlast(_coord)
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ignite(_fires)
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end
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--[[
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local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
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-- Scan for Scenery objects.
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ZoneNuke:Scan(Object.Category.SCENERY)
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-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
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local scenery={}
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for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
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for SceneryName, SceneryObject in pairs(SceneryData) do
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local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
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-- Position of the scenery object.
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local spos=SceneryObject:GetCoordinate()
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-- Distance from group to impact point.
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local distance= spos:Get2DDistance(_coord)
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-- Place markers on every possible scenery object.
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if self.Debug then
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local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
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local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
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self:T2(SUPPRESSION.id..text)
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end
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-- Add to table.
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table.insert(scenery, {object=SceneryObject, distance=distance})
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--SceneryObject:Destroy()
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end
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end
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-- Sort scenery wrt to distance from impact point.
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-- local _sort = function(a,b) return a.distance < b.distance end
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-- table.sort(scenery,_sort)
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-- for _,object in pairs(scenery) do
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-- local sobject=object -- Wrapper.Scenery#SCENERY
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-- sobject:Destroy()
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-- end
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]]
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end
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--- Route group to a certain point.
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