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More updates to fix the RemoveUnit problems for DATABASE and SETs.
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@ -885,7 +885,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
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-- The Pickup sequence ...
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-- Check if this Carrier need to go and Pickup something...
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-- So, if the cargo bay is not full yet with cargo to be loaded ...
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self:I( { IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
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self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
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if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
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-- ok, so there is a free Carrier
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-- now find the first cargo that is Unloaded
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@ -944,7 +944,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
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if self.HomeZone then
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if not self.CarrierHome[Carrier] then
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self.CarrierHome[Carrier] = true
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AI_Cargo:__Home( 60, self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), self.HomeZone )
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AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), self.HomeZone )
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end
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end
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end
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@ -269,7 +269,7 @@ function GROUP:Destroy( GenerateEvent )
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self:CreateEventDead( timer.getTime(), UnitData )
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end
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else
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self:CreateEventRemove( timer.getTime(), UnitData )
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self:CreateEventRemoveUnit( timer.getTime(), UnitData )
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end
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end
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USERFLAG:New( self:GetName() ):Set( 100 )
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