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When S_EVENT_PLAYER_ENTER_UNIT is called, then the unit is not alive yet.
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@ -744,7 +744,7 @@ function EVENT:onEvent( Event )
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local EventMeta = _EVENTMETA[Event.id]
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local EventMeta = _EVENTMETA[Event.id]
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--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
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self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
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if self and
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if self and
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self.Events and
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self.Events and
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@ -886,6 +886,7 @@ function EVENT:onEvent( Event )
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-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
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-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
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if EventClass:IsAlive() or
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if EventClass:IsAlive() or
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Event.id == EVENTS.PlayerEnterUnit or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Dead then
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Event.id == EVENTS.Dead then
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@ -935,6 +936,7 @@ function EVENT:onEvent( Event )
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-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
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-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
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if EventClass:IsAlive() or
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if EventClass:IsAlive() or
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Event.id == EVENTS.PlayerEnterUnit or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Dead then
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Event.id == EVENTS.Dead then
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