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Fixes
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@ -4108,7 +4108,7 @@ do -- AI_A2G_DISPATCHER
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self:F( { "Target ID", DetectedItem.ItemID } )
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self:F( { "Target ID", DetectedItem.ItemID } )
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self:F( { DefenseLimit = self.DefenseLimitmit, DefenseTotal = DefenseTotal } )
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self:F( { DefenseLimit = self.DefenseLimit, DefenseTotal = DefenseTotal } )
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DetectedSet:Flush( self )
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DetectedSet:Flush( self )
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local DetectedID = DetectedItem.ID
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local DetectedID = DetectedItem.ID
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@ -4149,7 +4149,7 @@ do -- AI_A2G_DISPATCHER
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end
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end
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end
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end
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if EngageCoordinate and DefenseTotal < self.DefenseLimit then
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if EngageCoordinate and ( ( self.DefenseLimit and DefenseTotal < self.DefenseLimit ) or true ) then
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do
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do
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local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged...
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local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged...
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if DefendersMissing > 0 then
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if DefendersMissing > 0 then
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@ -2848,7 +2848,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
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-- Callsign
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-- Callsign
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for UnitID = 1, #SpawnTemplate.units do
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for UnitID = 1, #SpawnTemplate.units do
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local Callsign = SpawnTemplate.units[UnitID].callsign
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local Callsign = SpawnTemplate.units[UnitID].callsign
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if Callsign[1] ~= nil then -- blue callsign
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if type(Callsign) ~= "number" then -- blue callsign
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Callsign[2] = ( ( SpawnIndex - 1 ) % 10 ) + 1
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Callsign[2] = ( ( SpawnIndex - 1 ) % 10 ) + 1
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local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
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local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
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local CallsignLen = CallsignName:len()
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local CallsignLen = CallsignName:len()
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