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Fixed unused aircraft not using skins setup in factions files.
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@ -71,6 +71,7 @@ from dcs.unittype import FlyingType, UnitType
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from game import db
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from game.data.cap_capabilities_db import GUNFIGHTERS
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from game.factions.faction import Faction
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from game.settings import Settings
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from game.theater.controlpoint import (
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Airfield,
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@ -760,7 +761,6 @@ class AircraftConflictGenerator:
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if unit_type is F_14B:
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unit.set_property(F_14B.Properties.INSAlignmentStored.id, True)
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group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
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channel = self.get_intra_flight_channel(unit_type)
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@ -947,18 +947,20 @@ class AircraftConflictGenerator:
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if control_point.captured:
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country = player_country
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faction = self.game.player_faction
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else:
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country = enemy_country
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faction = self.game.enemy_faction
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for aircraft, available in inventory.all_aircraft:
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try:
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self._spawn_unused_at(control_point, country, aircraft,
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self._spawn_unused_at(control_point, country, faction, aircraft,
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available)
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except NoParkingSlotError:
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# If we run out of parking, stop spawning aircraft.
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return
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def _spawn_unused_at(self, control_point: Airfield, country: Country,
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def _spawn_unused_at(self, control_point: Airfield, country: Country, faction: Faction,
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aircraft: Type[FlyingType], number: int) -> None:
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for _ in range(number):
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# Creating a flight even those this isn't a fragged mission lets us
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@ -967,6 +969,7 @@ class AircraftConflictGenerator:
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flight = Flight(Package(control_point), aircraft, 1,
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FlightType.BARCAP, "Cold", departure=control_point,
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arrival=control_point, divert=None)
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group = self._generate_at_airport(
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name=namegen.next_unit_name(country, control_point.id,
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aircraft),
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@ -975,6 +978,12 @@ class AircraftConflictGenerator:
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count=1,
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start_type="Cold",
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airport=control_point.airport)
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if aircraft in faction.liveries_overrides:
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livery = random.choice(faction.liveries_overrides[aircraft])
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for unit in group.units:
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unit.livery_id = livery
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group.uncontrolled = True
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self.unit_map.add_aircraft(group, flight)
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