Resolve conflicts between actor and API names (Radar)
This commit is contained in:
committed by
Oliver Brakmann
parent
1927b88a18
commit
0b53c1f139
@@ -342,7 +342,7 @@ Actors:
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Tower2: gtwr
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Tower2: gtwr
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Location: 23,21
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Location: 23,21
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Owner: GDI
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Owner: GDI
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Radar: hq
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CommCenter: hq
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Location: 21,14
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Location: 21,14
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Owner: GDI
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Owner: GDI
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Silo1: silo
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Silo1: silo
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@@ -45,16 +45,16 @@ Gdi12Waypoints = { waypoint0, waypoint1, waypoint3, waypoint11, waypoint12 }
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AllWaypoints = { Gdi1Waypoints, Gdi2Waypoints, Gdi3Waypoints, Gdi5Waypoints, Gdi11Waypoints, Gdi12Waypoints }
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AllWaypoints = { Gdi1Waypoints, Gdi2Waypoints, Gdi3Waypoints, Gdi5Waypoints, Gdi11Waypoints, Gdi12Waypoints }
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PrimaryTargets = { Tower1, Tower2, Radar, Silo1, Silo2, Silo3, Refinery, Barracks, Plant1, Plant2, Yard, Factory }
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PrimaryTargets = { Tower1, Tower2, CommCenter, Silo1, Silo2, Silo3, Refinery, Barracks, Plant1, Plant2, Yard, Factory }
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GDIStartUnits = { }
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GDIStartUnits = { }
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SendGDIAirstrike = function()
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SendGDIAirstrike = function()
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if not Radar.IsDead and Radar.Owner == enemy then
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if not CommCenter.IsDead and CommCenter.Owner == enemy then
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local target = getAirstrikeTarget()
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local target = getAirstrikeTarget()
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if target then
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if target then
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Radar.SendAirstrike(target, false, Facing.NorthEast + 4)
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CommCenter.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
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Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
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else
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else
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Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
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Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
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@@ -638,7 +638,7 @@ Actors:
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Detonator: CRATE.plain
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Detonator: CRATE.plain
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Location: 59,43
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Location: 59,43
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Owner: GDI
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Owner: GDI
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Radar: hq
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CommCenter: hq
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Location: 57,32
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Location: 57,32
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Owner: GDI
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Owner: GDI
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Actor187: jeep
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Actor187: jeep
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@@ -91,12 +91,12 @@ end
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Atk3TriggerFunction = function()
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Atk3TriggerFunction = function()
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if not Atk3Switch then
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if not Atk3Switch then
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Atk3Switch = true
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Atk3Switch = true
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if not Radar.IsDead then
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if not CommCenter.IsDead then
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local targets = player.GetGroundAttackers()
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local targets = player.GetGroundAttackers()
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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if target then
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if target then
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Radar.SendAirstrike(target, false, Facing.NorthEast + 4)
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CommCenter.SendAirstrike(target, false, Facing.NorthEast + 4)
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end
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end
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end
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end
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end
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end
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@@ -135,7 +135,7 @@ InsertNodUnits = function()
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local difficulty = Map.LobbyOption("difficulty")
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local difficulty = Map.LobbyOption("difficulty")
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NodStartUnitsRight = NodStartUnitsRight[difficulty]
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NodStartUnitsRight = NodStartUnitsRight[difficulty]
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NodStartUnitsLeft = NodStartUnitsLeft[difficulty]
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NodStartUnitsLeft = NodStartUnitsLeft[difficulty]
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Camera.Position = UnitsRallyRight.CenterPosition
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Camera.Position = UnitsRallyRight.CenterPosition
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Media.PlaySpeechNotification(player, "Reinforce")
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Media.PlaySpeechNotification(player, "Reinforce")
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@@ -183,7 +183,7 @@ WorldLoaded = function()
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OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
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OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
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OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
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OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
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if Map.LobbyOption("difficulty") == "tough" then
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if Map.LobbyOption("difficulty") == "tough" then
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Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
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Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
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end
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end
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@@ -109,11 +109,11 @@ InitialAlliedReinforcements = function()
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end
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end
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CaptureRadarDome = function()
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CaptureRadarDome = function()
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Trigger.OnKilled(Radar, function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkFailedObjective(CaptureRadarDomeObj)
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player.MarkFailedObjective(CaptureRadarDomeObj)
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end)
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end)
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Trigger.OnCapture(Radar, function()
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Trigger.OnCapture(RadarDome, function()
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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Beacon.New(player, TechLab1.CenterPosition)
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Beacon.New(player, TechLab1.CenterPosition)
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Beacon.New(player, TechLab2.CenterPosition)
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Beacon.New(player, TechLab2.CenterPosition)
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@@ -630,7 +630,7 @@ Actors:
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Refinery: proc
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Refinery: proc
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Location: 81,90
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Location: 81,90
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Owner: USSR
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Owner: USSR
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Radar: dome
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RadarDome: dome
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Location: 20,83
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Location: 20,83
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Owner: USSR
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Owner: USSR
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WeaponMeetPoint: waypoint
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WeaponMeetPoint: waypoint
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@@ -120,11 +120,11 @@ InitialAlliedReinforcements = function()
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end
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end
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CaptureRadarDome = function()
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CaptureRadarDome = function()
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Trigger.OnKilled(Radar, function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkFailedObjective(CaptureRadarDomeObj)
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player.MarkFailedObjective(CaptureRadarDomeObj)
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end)
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end)
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Trigger.OnCapture(Radar, function()
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Trigger.OnCapture(RadarDome, function()
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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Beacon.New(player, TechLab1.CenterPosition)
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Beacon.New(player, TechLab1.CenterPosition)
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Beacon.New(player, TechLab2.CenterPosition)
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Beacon.New(player, TechLab2.CenterPosition)
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@@ -618,7 +618,7 @@ Actors:
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Refinery: proc
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Refinery: proc
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Location: 68,35
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Location: 68,35
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Owner: USSR
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Owner: USSR
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Radar: dome
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RadarDome: dome
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Location: 75,86
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Location: 75,86
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Owner: USSR
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Owner: USSR
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Radar2: dome
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Radar2: dome
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@@ -415,7 +415,7 @@ Actors:
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Actor159: mine
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Actor159: mine
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Location: 77,46
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Location: 77,46
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Owner: Neutral
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Owner: Neutral
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Radar: dome
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RadarDome: dome
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Location: 49,46
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Location: 49,46
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Owner: Greece
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Owner: Greece
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CYard: fact
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CYard: fact
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@@ -39,7 +39,7 @@ AttackPaths =
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}
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}
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ReinfInf = function()
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ReinfInf = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -49,7 +49,7 @@ ReinfInf = function()
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end
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end
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ReinfArmor = function()
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ReinfArmor = function()
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if not Radar.IsDead and Radar.Owner == Greece then
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if not RadarDome.IsDead and RadarDome.Owner == Greece then
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RCheck = true
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RCheck = true
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier)
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier)
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soldier.Hunt()
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soldier.Hunt()
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@@ -58,7 +58,7 @@ ReinfArmor = function()
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end
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end
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BringPatrol1 = function()
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BringPatrol1 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -77,7 +77,7 @@ BringPatrol1 = function()
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end
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end
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BringPatrol2 = function()
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BringPatrol2 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -154,7 +154,7 @@ WorldLoaded = function()
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Media.PlaySpeechNotification(player, "Win")
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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Trigger.OnKilled(Radar, function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkCompletedObjective(KillRadar)
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player.MarkCompletedObjective(KillRadar)
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Media.PlaySpeechNotification(player, "ObjectiveMet")
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Media.PlaySpeechNotification(player, "ObjectiveMet")
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end)
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end)
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@@ -482,7 +482,7 @@ Actors:
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Actor169: mine
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Actor169: mine
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Location: 91,87
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Location: 91,87
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Owner: Neutral
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Owner: Neutral
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Radar: dome
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RadarDome: dome
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Location: 111,50
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Location: 111,50
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Owner: Greece
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Owner: Greece
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Pbox1: pbox
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Pbox1: pbox
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@@ -39,7 +39,7 @@ AttackPaths =
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}
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}
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ReinfInf = function()
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ReinfInf = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -49,7 +49,7 @@ ReinfInf = function()
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end
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end
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ReinfArmor = function()
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ReinfArmor = function()
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if not Radar.IsDead and Radar.Owner == Greece then
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if not RadarDome.IsDead and RadarDome.Owner == Greece then
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RCheck = true
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RCheck = true
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, InfReinfPath, 0, function(soldier)
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, InfReinfPath, 0, function(soldier)
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soldier.Hunt()
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soldier.Hunt()
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@@ -58,7 +58,7 @@ ReinfArmor = function()
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end
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end
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BringPatrol1 = function()
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BringPatrol1 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -77,7 +77,7 @@ BringPatrol1 = function()
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end
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end
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BringPatrol2 = function()
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BringPatrol2 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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if RadarDome.IsDead or RadarDome.Owner ~= Greece then
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return
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return
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end
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end
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@@ -139,7 +139,7 @@ WorldLoaded = function()
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Media.PlaySpeechNotification(player, "Win")
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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Trigger.OnKilled(Radar, function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkCompletedObjective(KillRadar)
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player.MarkCompletedObjective(KillRadar)
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Media.PlaySpeechNotification(player, "ObjectiveMet")
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Media.PlaySpeechNotification(player, "ObjectiveMet")
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end)
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end)
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@@ -225,7 +225,7 @@ Actors:
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Location: 69,49
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Location: 69,49
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Owner: Greece
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Owner: Greece
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Facing: 32
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Facing: 32
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Radar: dome
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RadarDome: dome
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Location: 70,45
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Location: 70,45
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Owner: France
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Owner: France
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Actor57: fact
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Actor57: fact
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@@ -214,7 +214,7 @@ WorldLoaded = function()
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Trigger.OnDamaged(mcvGG, Expand)
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Trigger.OnDamaged(mcvGG, Expand)
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Trigger.OnDamaged(mcvtransport, Expand)
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Trigger.OnDamaged(mcvtransport, Expand)
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Trigger.OnKilled(Radar, function()
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Trigger.OnKilled(RadarDome, function()
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if not player.IsObjectiveCompleted(CaptureObjective) then
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if not player.IsObjectiveCompleted(CaptureObjective) then
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player.MarkFailedObjective(CaptureObjective)
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player.MarkFailedObjective(CaptureObjective)
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end
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end
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@@ -224,8 +224,8 @@ WorldLoaded = function()
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end
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end
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end)
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end)
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Radar.GrantCondition("french")
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RadarDome.GrantCondition("french")
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Trigger.OnCapture(Radar, function()
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Trigger.OnCapture(RadarDome, function()
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HoldObjective = player.AddPrimaryObjective("Defend the Radar Dome.")
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HoldObjective = player.AddPrimaryObjective("Defend the Radar Dome.")
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player.MarkCompletedObjective(CaptureObjective)
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player.MarkCompletedObjective(CaptureObjective)
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Beacon.New(player, MCVDeploy.CenterPosition)
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Beacon.New(player, MCVDeploy.CenterPosition)
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@@ -244,17 +244,17 @@ WorldLoaded = function()
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, AlliedCrossroadsToRadarPath , 0, IdleHunt)
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Reinforcements.Reinforce(Greece, ArmorReinfGreece, AlliedCrossroadsToRadarPath , 0, IdleHunt)
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Radar.RevokeCondition(1)
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RadarDome.RevokeCondition(1)
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Trigger.ClearAll(Radar)
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Trigger.ClearAll(RadarDome)
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Trigger.AfterDelay(0, function()
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Trigger.AfterDelay(0, function()
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Trigger.OnRemovedFromWorld(Radar, function()
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Trigger.OnRemovedFromWorld(RadarDome, function()
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player.MarkFailedObjective(HoldObjective)
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player.MarkFailedObjective(HoldObjective)
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end)
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end)
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end)
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end)
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end)
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end)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
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if unit.Owner == player and Radar.Owner == player then
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if unit.Owner == player and RadarDome.Owner == player then
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Trigger.RemoveProximityTrigger(id)
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Trigger.RemoveProximityTrigger(id)
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Para2()
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Para2()
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