Resolve Lua language server diagnosed problems.
This commit is contained in:
committed by
abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -84,7 +84,7 @@ WaterAttack = function()
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types[i] = Utils.Random(SovietInfantryTypes)
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end
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return Reinforcements.ReinforceWithTransport(ussr, InsertionTransport, types, { WaterTransportSpawn.Location, Utils.Random(WaterLZs).Location }, { WaterTransportSpawn.Location })[2]
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return Reinforcements.ReinforceWithTransport(USSR, InsertionTransport, types, { WaterTransportSpawn.Location, Utils.Random(WaterLZs).Location }, { WaterTransportSpawn.Location })[2]
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end
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ProtectHarvester = function(unit)
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@@ -111,12 +111,12 @@ ProtectHarvester = function(unit)
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end
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InitAIUnits = function()
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IdlingUnits = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("Hunt") and self.Location.Y > MainBaseTopLeft.Location.Y end)
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IdlingUnits = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("Hunt") and self.Location.Y > MainBaseTopLeft.Location.Y end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("StartBuildingRepairs") end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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@@ -124,7 +124,7 @@ InitAIUnits = function()
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end
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InitAIEconomy = function()
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ussr.Cash = 6000
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USSR.Cash = 6000
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if not Harvester.IsDead then
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Harvester.FindResources()
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@@ -200,7 +200,7 @@ ProduceInfantry = function()
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(SovietInfantryTypes) }
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ussr.Build(toBuild, function(unit)
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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@@ -223,7 +223,7 @@ ProduceVehicles = function()
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local delay = Utils.RandomInteger(DateTime.Seconds(5), DateTime.Seconds(9))
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if HarvesterKilled then
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HarvesterKilled = false
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ussr.Build({ "harv" }, function(harv)
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USSR.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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ProtectHarvester(harv[1])
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Trigger.AfterDelay(delay, ProduceVehicles)
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@@ -233,7 +233,7 @@ ProduceVehicles = function()
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Warfactory2.RallyPoint = Utils.Random(Rallypoints).Location
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local toBuild = { Utils.Random(SovietVehicleTypes) }
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ussr.Build(toBuild, function(unit)
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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@@ -248,7 +248,7 @@ ProduceAircraft = function()
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return
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end
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ussr.Build(SovietAircraftType, function(units)
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USSR.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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@@ -257,7 +257,7 @@ ProduceAircraft = function()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
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end
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InitializeAttackAircraft(yak, greece)
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InitializeAttackAircraft(yak, Greece)
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end)
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end
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@@ -88,33 +88,33 @@ Tick = function()
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Camera.Position = Truk.CenterPosition
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end
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if ussr.HasNoRequiredUnits() then
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if not greece.IsObjectiveCompleted(KillAll) and Difficulty == "tough" then
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if USSR.HasNoRequiredUnits() then
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if not Greece.IsObjectiveCompleted(KillAll) and Difficulty == "tough" then
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SendWaterExtraction()
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end
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greece.MarkCompletedObjective(KillAll)
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Greece.MarkCompletedObjective(KillAll)
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end
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if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(ussrObj)
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if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(USSRobjective)
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end
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if ussr.Resources >= ussr.ResourceCapacity * 0.75 then
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ussr.Cash = ussr.Cash + ussr.Resources - ussr.ResourceCapacity * 0.25
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ussr.Resources = ussr.ResourceCapacity * 0.25
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if USSR.Resources >= USSR.ResourceCapacity * 0.75 then
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USSR.Cash = USSR.Cash + USSR.Resources - USSR.ResourceCapacity * 0.25
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USSR.Resources = USSR.ResourceCapacity * 0.25
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end
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end
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SendReinforcements = function()
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GreeceReinforcementsArrived = true
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Camera.Position = ReinforceCamera.CenterPosition
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greece.Cash = greece.Cash + ReinforceCash
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Greece.Cash = Greece.Cash + ReinforceCash
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Utils.Do(GreeceReinforcements, function(reinforcements)
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Reinforcements.ReinforceWithTransport(greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
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Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
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end)
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Media.PlaySpeechNotification(greece, "AlliedReinforcementsArrived")
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Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
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ActivateAI()
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end
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@@ -131,19 +131,19 @@ ExtractUnits = function(extractionUnit, pos, after)
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end
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SendWaterExtraction = function()
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local flare = Actor.Create("flare", true, { Owner = greece, Location = SpyEntryPath[2] + CVec.New(2, 0) })
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local flare = Actor.Create("flare", true, { Owner = Greece, Location = SpyEntryPath[2] + CVec.New(2, 0) })
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Trigger.AfterDelay(DateTime.Seconds(5), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlareNorth")
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Media.PlaySpeechNotification(Greece, "SignalFlareNorth")
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Camera.Position = flare.CenterPosition
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WaterExtractionTran = Reinforcements.ReinforceWithTransport(greece, ExtractionTransport, nil, SpyEntryPath)[1]
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ExtractObj = AddPrimaryObjective(greece, "extract-transport")
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WaterExtractionTran = Reinforcements.ReinforceWithTransport(Greece, ExtractionTransport, nil, SpyEntryPath)[1]
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ExtractObjective = AddPrimaryObjective(Greece, "extract-transport")
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Trigger.OnKilled(WaterExtractionTran, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnAllRemovedFromWorld(greece.GetGroundAttackers(), function()
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Trigger.OnKilled(WaterExtractionTran, function() USSR.MarkCompletedObjective(USSRobjective) end)
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Trigger.OnAllRemovedFromWorld(Greece.GetGroundAttackers(), function()
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ExtractUnits(WaterExtractionTran, SpyEntryPath[1], function()
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greece.MarkCompletedObjective(ExtractObj)
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greece.MarkCompletedObjective(surviveObj)
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Greece.MarkCompletedObjective(ExtractObjective)
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Greece.MarkCompletedObjective(TanyaSurviveObjective)
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end)
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end)
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end
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@@ -169,7 +169,7 @@ MissInfiltrated = function()
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(greece, sound)
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Media.PlaySoundNotification(Greece, sound)
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end)
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end
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Prison.Attack(Prison)
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@@ -179,7 +179,7 @@ end
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FreeTanya = function()
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Prison.Stop()
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Tanya = Actor.Create(TanyaType, true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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Tanya.Demolish(Prison)
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Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
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@@ -189,18 +189,18 @@ FreeTanya = function()
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end)
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end
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Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRobjective) end)
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if Difficulty == "tough" then
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KillSams = AddPrimaryObjective(greece, "destroy-sam-sites-blocker")
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KillSams = AddPrimaryObjective(Greece, "destroy-sam-sites-blocker")
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greece.MarkCompletedObjective(mainObj)
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surviveObj = AddPrimaryObjective(greece, "tanya-survive")
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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Greece.MarkCompletedObjective(RescueTanyaObjective)
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TanyaSurviveObjective = AddPrimaryObjective(Greece, "tanya-survive")
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Media.PlaySpeechNotification(Greece, "TanyaRescued")
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else
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KillSams = AddPrimaryObjective(greece, "destroy-sam-sites-blocker")
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KillSams = AddPrimaryObjective(Greece, "destroy-sam-sites-blocker")
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Media.PlaySpeechNotification(greece, "TargetFreed")
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Media.PlaySpeechNotification(Greece, "TargetFreed")
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end
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if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
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@@ -210,13 +210,13 @@ end
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SendSpy = function()
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Camera.Position = SpyEntry.CenterPosition
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Spy = Reinforcements.ReinforceWithTransport(greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
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Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRobjective) end)
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if SpecialCameras then
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
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end
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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@@ -235,44 +235,44 @@ end
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InitTriggers = function()
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Trigger.OnInfiltrated(Warfactory, function()
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if greece.IsObjectiveCompleted(infWarfactory) then
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if Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
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return
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elseif Truk.IsDead then
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if not greece.IsObjectiveCompleted(mainObj) then
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ussr.MarkCompletedObjective(ussrObj)
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if not Greece.IsObjectiveCompleted(RescueTanyaObjective) then
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USSR.MarkCompletedObjective(USSRobjective)
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end
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return
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end
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Trigger.ClearAll(Spy)
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greece.MarkCompletedObjective(infWarfactory)
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Greece.MarkCompletedObjective(InfiltrateWarfactoryObjective)
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WarfactoryInfiltrated()
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end)
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Trigger.OnKilled(Truk, function()
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if not greece.IsObjectiveCompleted(infWarfactory) then
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greece.MarkFailedObjective(infWarfactory)
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if not Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
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Greece.MarkFailedObjective(InfiltrateWarfactoryObjective)
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elseif FollowTruk then
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ussr.MarkCompletedObjective(ussrObj)
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USSR.MarkCompletedObjective(USSRobjective)
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end
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end)
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Trigger.OnInfiltrated(Prison, function()
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if greece.IsObjectiveCompleted(mainObj) then
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if Greece.IsObjectiveCompleted(RescueTanyaObjective) then
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return
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end
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if not greece.IsObjectiveCompleted(infWarfactory) then
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if not Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
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Media.DisplayMessage(UserInterface.Translate("skip-heroics"), UserInterface.Translate("battlefield-control"))
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greece.MarkCompletedObjective(infWarfactory)
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Greece.MarkCompletedObjective(InfiltrateWarfactoryObjective)
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end
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if not PrisonCamera then
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = TrukWaypoint5.Location })
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else
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PrisonCamera = Actor.Create("camera.small", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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end
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@@ -289,21 +289,21 @@ InitTriggers = function()
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.DisguiseAsType("e1", ussr)
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Spy = Actor.Create("spy", true, { Owner = Greece, Location = TrukWaypoint5.Location })
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Spy.DisguiseAsType("e1", USSR)
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Spy.Move(SpyWaypoint.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(greece, SpyVoice)
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Media.PlaySoundNotification(Greece, SpyVoice)
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FollowTruk = false
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = TrukWaypoint5.Location })
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else
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PrisonCamera = Actor.Create("camera.small", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRobjective) end)
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end
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end)
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@@ -336,28 +336,28 @@ InitTriggers = function()
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end)
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Trigger.OnAllKilled(SamSites, function()
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greece.MarkCompletedObjective(KillSams)
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Greece.MarkCompletedObjective(KillSams)
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local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlare")
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Media.PlaySpeechNotification(Greece, "SignalFlare")
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if Difficulty == "tough" then
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Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
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Reinforcements.ReinforceWithTransport(Greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
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if not Harvester.IsDead then
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Harvester.FindResources()
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end
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else
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
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local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRobjective) end)
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Trigger.OnRemovedFromWorld(Tanya, function()
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ExtractUnits(ExtractionHeli, exitPos, function()
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Media.PlaySpeechNotification(greece, "TanyaRescued")
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greece.MarkCompletedObjective(mainObj)
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Media.PlaySpeechNotification(Greece, "TanyaRescued")
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Greece.MarkCompletedObjective(RescueTanyaObjective)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SendReinforcements()
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end)
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@@ -372,17 +372,17 @@ InitTriggers = function()
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end
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AddObjectives = function()
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ussrObj = AddPrimaryObjective(ussr, "")
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mainObj = AddPrimaryObjective(greece, "rescue-tanya")
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KillAll = AddPrimaryObjective(greece, "elminate-soviet-units")
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infWarfactory = AddSecondaryObjective(greece, "infiltrate-warfactory")
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USSRobjective = AddPrimaryObjective(USSR, "")
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RescueTanyaObjective = AddPrimaryObjective(Greece, "rescue-tanya")
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KillAll = AddPrimaryObjective(Greece, "elminate-soviet-units")
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InfiltrateWarfactoryObjective = AddSecondaryObjective(Greece, "infiltrate-warfactory")
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end
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WorldLoaded = function()
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greece = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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InitObjectives(greece)
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InitObjectives(Greece)
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AddObjectives()
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InitTriggers()
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SendSpy()
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