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Update RotorOps.lua
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RotorOps.lua
15
RotorOps.lua
@ -569,7 +569,8 @@ function RotorOps.assessUnitsInZone(var)
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--is the game finished?
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if all_zones_clear then
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RotorOps.changeGameState(RotorOps.game_states.won)
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RotorOps.game_state = RotorOps.game_states.won
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trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.won)
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gameMsg(gameMsgs.success)
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return --we won't reset our timer to fire this function again
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end
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@ -655,12 +656,6 @@ end
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function RotorOps.changeGameState(new_state)
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RotorOps.game_state = new_state
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trigger.action.setUserFlag(RotorOps.game_state_flag, new_state)
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end
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function RotorOps.setActiveZone(new_index)
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local old_index = RotorOps.active_zone_index
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if new_index > #RotorOps.zones then
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@ -678,7 +673,8 @@ function RotorOps.setActiveZone(new_index)
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ctld.activatePickupZone(RotorOps.zones[old_index].name)
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end
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ctld.deactivatePickupZone(RotorOps.zones[new_index].name)
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RotorOps.changeGameState(new_index)
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RotorOps.game_state = new_index
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trigger.action.setUserFlag(RotorOps.game_state_flag, new_index)
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if new_index < old_index then gameMsg(gameMsgs.fallback, new_index) end
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if new_index > old_index then gameMsg(gameMsgs.get_troops_to_zone, new_index) end
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@ -771,7 +767,8 @@ function RotorOps.setupConflict(_game_state_flag)
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RotorOps.setupCTLD()
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--RotorOps.setupRadioMenu()
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RotorOps.game_state_flag = _game_state_flag
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RotorOps.changeGameState(RotorOps.game_states.not_started)
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RotorOps.game_state = RotorOps.game_states.not_started
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trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.not_started)
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trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false)
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end
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