use the new reinforcements methods
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@@ -52,34 +52,21 @@ BindActorTriggers = function(a)
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end
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SendSovietUnits = function(entryCell, unitTypes, interval)
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local i = 0
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team = {}
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Utils.Do(unitTypes, function(type)
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local a = Actor.Create(type, false, { Owner = soviets, Location = entryCell })
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BindActorTriggers(a)
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Trigger.AfterDelay(i * interval, function() a.IsInWorld = true end)
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table.insert(team, a)
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i = i + 1
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local units = Reinforcements.Reinforce(soviets, unitTypes, { entryCell }, interval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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end)
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Trigger.OnAllKilled(team, function() SendSovietUnits(entryCell, unitTypes, interval) end)
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Trigger.OnAllKilled(units, function() SendSovietUnits(entryCell, unitTypes, interval) end)
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end
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ShipAlliedUnits = function()
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local transport = Actor.Create("lst", true, { Location = LstEntry.Location, Owner = allies })
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local units = Reinforcements.ReinforceWithTransport(allies, "lst",
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ShipUnitTypes, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })[2]
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Utils.Do(ShipUnitTypes, function(type)
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local a = Actor.Create(type, false, { Owner = allies })
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BindActorTriggers(a)
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transport.LoadPassenger(a)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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end)
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transport.Move(LstUnload.Location)
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transport.UnloadPassengers()
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transport.Wait(Utils.Seconds(2))
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transport.Move(LstEntry.Location)
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transport.Destroy()
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Trigger.AfterDelay(Utils.Seconds(60), ShipAlliedUnits)
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end
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