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The squadrons are now re-shuffled between different mission types in generate_pretense_aircraft.
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@ -356,6 +356,7 @@ class PretenseAircraftGenerator:
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self.generate_pretense_flight(
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ato, cp, squadron, aircraft_per_flight, flight_type
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)
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random.shuffle(random_squadron_list)
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# Then plan SEAD and DEAD, if capable
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if sead_capable_cp:
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while num_of_sead < self.game.settings.pretense_sead_flights_per_cp:
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@ -398,6 +399,7 @@ class PretenseAircraftGenerator:
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self.generate_pretense_flight(
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ato, cp, squadron, aircraft_per_flight, flight_type
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)
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random.shuffle(random_squadron_list)
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# Then plan Strike, if capable
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if strike_capable_cp:
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while num_of_strike < self.game.settings.pretense_strike_flights_per_cp:
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@ -425,6 +427,7 @@ class PretenseAircraftGenerator:
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ato, cp, squadron, aircraft_per_flight, flight_type
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)
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break
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random.shuffle(random_squadron_list)
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# Then plan air-to-air, if capable
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if patrol_capable_cp:
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while num_of_cap < self.game.settings.pretense_barcap_flights_per_cp:
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@ -449,6 +452,7 @@ class PretenseAircraftGenerator:
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ato, cp, squadron, aircraft_per_flight, flight_type
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)
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break
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random.shuffle(random_squadron_list)
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# Then plan CAS, if capable
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if cas_capable_cp:
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while num_of_cas < self.game.settings.pretense_cas_flights_per_cp:
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@ -474,6 +478,7 @@ class PretenseAircraftGenerator:
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self.generate_pretense_flight(
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ato, cp, squadron, aircraft_per_flight, flight_type
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)
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random.shuffle(random_squadron_list)
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# And finally, plan BAI, if capable
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if bai_capable_cp:
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while num_of_bai < self.game.settings.pretense_bai_flights_per_cp:
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