Resolve Lua language server diagnosed problems.
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abcdefg30
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3d0efa1cbe
commit
378f66a1ff
@@ -15,33 +15,33 @@ ScientistEvacuationFootprint = { CPos.New(98, 88), CPos.New(98, 87), CPos.New(99
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InitialAlliedReinforcements = function()
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(greece, { "mcv" }, { MCVEntry.Location, MCVStop.Location })
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Reinforcements.Reinforce(greece, AlliedBoatReinforcements, { DDEntry.Location, DDStop.Location })
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, { "mcv" }, { MCVEntry.Location, MCVStop.Location })
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Reinforcements.Reinforce(Greece, AlliedBoatReinforcements, { DDEntry.Location, DDStop.Location })
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end)
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end
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CreateScientists = function()
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scientists = Reinforcements.Reinforce(greece, ScientistTypes, { ScientistsExit.Location })
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local scientists = Reinforcements.Reinforce(Greece, ScientistTypes, { ScientistsExit.Location })
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Utils.Do(scientists, function(s)
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s.Move(s.Location + CVec.New(0, 1))
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s.Scatter()
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end)
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local flare = Actor.Create("flare", true, { Owner = greece, Location = DefaultCameraPosition.Location + CVec.New(-1, 0) })
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Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySpeechNotification(player, "SignalFlareSouth") end)
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local flare = Actor.Create("flare", true, { Owner = Greece, Location = DefaultCameraPosition.Location + CVec.New(-1, 0) })
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Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySpeechNotification(Greece, "SignalFlareSouth") end)
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Trigger.OnAnyKilled(scientists, function()
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Media.PlaySpeechNotification(greece, "ObjectiveNotMet")
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greece.MarkFailedObjective(EvacuateScientists)
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Media.PlaySpeechNotification(Greece, "ObjectiveNotMet")
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Greece.MarkFailedObjective(EvacuateScientists)
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end)
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-- Add the footprint trigger in a frame end task (delay 0) to avoid crashes
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local left = #scientists
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Trigger.AfterDelay(0, function()
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local changeOwnerTrigger = Trigger.OnEnteredFootprint(ScientistEvacuationFootprint, function(a, id)
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if a.Owner == greece and a.Type == "chan" then
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a.Owner = england
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if a.Owner == Greece and a.Type == "chan" then
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a.Owner = England
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a.Stop()
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a.Move(MCVEntry.Location)
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@@ -54,7 +54,7 @@ CreateScientists = function()
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-- Use a cell trigger to destroy the scientists preventing the player from causing glitchs by blocking the path
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Trigger.OnEnteredFootprint({ MCVEntry.Location }, function(a, id)
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if a.Owner == england then
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if a.Owner == England then
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a.Stop()
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a.Destroy()
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@@ -64,9 +64,9 @@ CreateScientists = function()
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Trigger.RemoveFootprintTrigger(changeOwnerTrigger)
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flare.Destroy()
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if not greece.IsObjectiveCompleted(EvacuateScientists) and not greece.IsObjectiveFailed(EvacuateScientists) then
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Media.PlaySpeechNotification(greece, "ObjectiveMet")
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greece.MarkCompletedObjective(EvacuateScientists)
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if not Greece.IsObjectiveCompleted(EvacuateScientists) and not Greece.IsObjectiveFailed(EvacuateScientists) then
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Media.PlaySpeechNotification(Greece, "ObjectiveMet")
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Greece.MarkCompletedObjective(EvacuateScientists)
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end
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end
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end
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@@ -78,84 +78,84 @@ DefendChronosphereCompleted = function()
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local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
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local units = { }
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for i = 1, #cells do
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local unit = Actor.Create("2tnk", true, { Owner = greece, Facing = Angle.North })
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local unit = Actor.Create("2tnk", true, { Owner = Greece, Facing = Angle.North })
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units[unit] = cells[i]
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end
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Chronosphere.Chronoshift(units)
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UserInterface.SetMissionText(UserInterface.Translate("experiment-successful"), greece.Color)
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UserInterface.SetMissionText(UserInterface.Translate("experiment-successful"), Greece.Color)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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greece.MarkCompletedObjective(DefendChronosphere)
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greece.MarkCompletedObjective(KeepBasePowered)
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Greece.MarkCompletedObjective(DefendChronosphere)
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Greece.MarkCompletedObjective(KeepBasePowered)
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end)
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end
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ticked = TimerTicks
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Ticked = TimerTicks
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Tick = function()
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ussr.Cash = 5000
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USSR.Cash = 5000
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if ussr.HasNoRequiredUnits() then
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greece.MarkCompletedObjective(DefendChronosphere)
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greece.MarkCompletedObjective(KeepBasePowered)
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(DefendChronosphere)
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Greece.MarkCompletedObjective(KeepBasePowered)
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end
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if greece.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(BeatAllies)
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(BeatAllies)
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end
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if ticked > 0 then
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if (ticked % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.Translate("chronosphere-experiments-completes-in", { ["time"] = Utils.FormatTime(ticked) })
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if Ticked > 0 then
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if (Ticked % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.Translate("chronosphere-experiments-completes-in", { ["time"] = Utils.FormatTime(Ticked) })
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UserInterface.SetMissionText(Timer, TimerColor)
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end
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ticked = ticked - 1
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elseif ticked == 0 and (greece.PowerState ~= "Normal") then
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greece.MarkFailedObjective(KeepBasePowered)
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elseif ticked == 0 then
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Ticked = Ticked - 1
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elseif Ticked == 0 and (Greece.PowerState ~= "Normal") then
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Greece.MarkFailedObjective(KeepBasePowered)
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elseif Ticked == 0 then
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DefendChronosphereCompleted()
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ticked = ticked - 1
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Ticked = Ticked - 1
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end
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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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england = Player.GetPlayer("England")
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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England = Player.GetPlayer("England")
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InitObjectives(greece)
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DefendChronosphere = AddPrimaryObjective(greece, "defend-chronosphere-tech-center")
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KeepBasePowered = AddPrimaryObjective(greece, "chronosphere-needs-power")
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EvacuateScientists = AddSecondaryObjective(greece, "evacuate-scientists-from-island")
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BeatAllies = AddPrimaryObjective(ussr, "")
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InitObjectives(Greece)
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DefendChronosphere = AddPrimaryObjective(Greece, "defend-chronosphere-tech-center")
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KeepBasePowered = AddPrimaryObjective(Greece, "chronosphere-needs-power")
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EvacuateScientists = AddSecondaryObjective(Greece, "evacuate-scientists-from-island")
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BeatAllies = AddPrimaryObjective(USSR, "")
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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Media.PlaySpeechNotification(greece, "TwentyMinutesRemaining")
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Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(11), function()
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Media.PlaySpeechNotification(greece, "TenMinutesRemaining")
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Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(16), function()
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Media.PlaySpeechNotification(greece, "WarningFiveMinutesRemaining")
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Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(18), function()
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Media.PlaySpeechNotification(greece, "WarningThreeMinutesRemaining")
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Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(20), function()
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Media.PlaySpeechNotification(greece, "WarningOneMinuteRemaining")
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Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
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end)
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PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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Camera.Position = DefaultCameraPosition.CenterPosition
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TimerColor = greece.Color
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TimerColor = Greece.Color
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Trigger.OnAnyKilled(ObjectiveBuildings, function()
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greece.MarkFailedObjective(DefendChronosphere)
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Greece.MarkFailedObjective(DefendChronosphere)
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end)
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Trigger.OnEnteredFootprint(ScientistDiscoveryFootprint, function(a, id)
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if a.Owner == greece and not scientistsTriggered then
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scientistsTriggered = true
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if a.Owner == Greece and not ScientistsTriggered then
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ScientistsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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CreateScientists()
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end
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