Convert all spaces to tabs in the ts shellmap script
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@@ -25,115 +25,115 @@ VGForceInterval = 15
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ProducedUnitTypes =
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ProducedUnitTypes =
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{
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{
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{ nodhand1, { "e1", "e3" } },
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{ nodhand1, { "e1", "e3" } },
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{ gdibar1, { "e1", "e2" } }
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{ gdibar1, { "e1", "e2" } }
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}
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}
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ProduceUnits = function(t)
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ProduceUnits = function(t)
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local factory = t[1]
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local factory = t[1]
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if not factory.IsDead then
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if not factory.IsDead then
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local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
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local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
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factory.Wait(Actor.BuildTime(unitType))
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factory.Wait(Actor.BuildTime(unitType))
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factory.Produce(unitType)
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factory.Produce(unitType)
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factory.CallFunc(function() ProduceUnits(t) end)
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factory.CallFunc(function() ProduceUnits(t) 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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SetupFactories = function()
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SetupFactories = function()
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Utils.Do(ProducedUnitTypes, function(pair)
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Utils.Do(ProducedUnitTypes, function(pair)
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Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
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Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) 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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SetupInvulnerability = function()
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SetupInvulnerability = function()
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Utils.Do(Map.NamedActors, function(actor)
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Utils.Do(Map.NamedActors, function(actor)
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if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
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if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
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actor.GrantCondition("unkillable")
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actor.GrantCondition("unkillable")
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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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SendNodInfantry = function()
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SendNodInfantry = function()
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local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
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local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
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Utils.Do(units, function(unit)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(GDIBase.Location)
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unit.AttackMove(GDIBase.Location)
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else
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else
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unit.Move(GDIBase.Location)
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unit.Move(GDIBase.Location)
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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.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
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Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
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end
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end
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SendNodVehicles = function()
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SendNodVehicles = function()
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local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
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local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
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Utils.Do(units, function(unit)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(GDIBase.Location)
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unit.AttackMove(GDIBase.Location)
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else
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else
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unit.Move(GDIBase.Location)
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unit.Move(GDIBase.Location)
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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.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
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Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
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end
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end
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SendGDIInfantry = function()
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SendGDIInfantry = function()
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local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
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local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
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Utils.Do(units, function(unit)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(NodBase.Location)
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unit.AttackMove(NodBase.Location)
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else
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else
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unit.Move(NodBase.Location)
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unit.Move(NodBase.Location)
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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.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
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Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
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end
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end
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SendGDIVehicles = function()
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SendGDIVehicles = function()
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local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
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local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
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Utils.Do(units, function(unit)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit)
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BindActorTriggers(unit)
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if unit.HasProperty("AttackMove") then
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if unit.HasProperty("AttackMove") then
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unit.AttackMove(NodBase.Location)
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unit.AttackMove(NodBase.Location)
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else
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else
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unit.Move(NodBase.Location)
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unit.Move(NodBase.Location)
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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.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
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Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
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end
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end
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BindActorTriggers = function(a)
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BindActorTriggers = function(a)
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if a.HasProperty("Hunt") then
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if a.HasProperty("Hunt") then
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Trigger.OnIdle(a, a.Hunt)
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Trigger.OnIdle(a, a.Hunt)
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end
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end
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if a.HasProperty("HasPassengers") then
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if a.HasProperty("HasPassengers") then
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Trigger.OnDamaged(a, function()
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Trigger.OnDamaged(a, function()
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if a.HasPassengers then
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if a.HasPassengers then
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a.Stop()
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a.Stop()
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a.UnloadPassengers()
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a.UnloadPassengers()
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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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end
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end
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WorldLoaded = function()
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WorldLoaded = function()
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nod = Player.GetPlayer("Nod")
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nod = Player.GetPlayer("Nod")
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gdi = Player.GetPlayer("GDI")
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gdi = Player.GetPlayer("GDI")
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SetupFactories()
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SetupFactories()
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SetupInvulnerability()
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SetupInvulnerability()
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Utils.Do(ProducedUnitTypes, ProduceUnits)
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Utils.Do(ProducedUnitTypes, ProduceUnits)
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SendNodInfantry()
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SendNodInfantry()
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Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
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Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
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SendGDIInfantry()
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SendGDIInfantry()
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Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
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Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
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end
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end
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