Resolve Lua language server diagnosed problems.
This commit is contained in:
committed by
abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -68,23 +68,23 @@ GuardHarvester = function(unit, harvester)
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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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if soviets.HasNoRequiredUnits() then
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if Soviets.HasNoRequiredUnits() then
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if DestroyObj then
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allies.MarkCompletedObjective(DestroyObj)
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Allies.MarkCompletedObjective(DestroyObj)
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else
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DestroyObj = AddPrimaryObjective(allies, "destroy-all-soviet-forces")
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allies.MarkCompletedObjective(DestroyObj)
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DestroyObj = AddPrimaryObjective(Allies, "destroy-all-soviet-forces")
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Allies.MarkCompletedObjective(DestroyObj)
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end
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end
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if allies.HasNoRequiredUnits() then
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soviets.MarkCompletedObjective(SovietObj)
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if Allies.HasNoRequiredUnits() then
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Soviets.MarkCompletedObjective(SovietObj)
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end
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if soviets.Resources > soviets.ResourceCapacity / 2 then
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soviets.Resources = soviets.ResourceCapacity / 2
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if Soviets.Resources > Soviets.ResourceCapacity / 2 then
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Soviets.Resources = Soviets.ResourceCapacity / 2
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end
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if DateTime.GameTime == ProduceAtFrame then
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@@ -105,25 +105,25 @@ Tick = function()
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end
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end
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if DateTime.Minutes(5) == ticked then
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Media.PlaySpeechNotification(allies, "WarningFiveMinutesRemaining")
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if DateTime.Minutes(5) == Ticked then
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Media.PlaySpeechNotification(Allies, "WarningFiveMinutesRemaining")
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InitCountDown()
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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("soviet-reinforcements-arrive-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("soviet-reinforcements-arrive-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 then
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Ticked = Ticked - 1
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elseif Ticked == 0 then
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FinishTimer()
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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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SendSovietParadrops = function(table)
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local paraproxy = Actor.Create(table.type, false, { Owner = soviets })
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local paraproxy = Actor.Create(table.type, false, { Owner = Soviets })
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local aircraft = paraproxy.TargetParatroopers(table.target.CenterPosition)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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@@ -134,7 +134,7 @@ SendSovietParadrops = function(table)
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end
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SpawnSovietInfantry = function()
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soviets.Build({ Utils.Random(SovietInfantry) }, function(units)
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Soviets.Build({ Utils.Random(SovietInfantry) }, function(units)
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IdleHunt(units[1])
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end)
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end
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@@ -142,7 +142,7 @@ end
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SpawnSovietVehicle = function(spawnpoints, rallypoints)
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local route = Utils.RandomInteger(1, #spawnpoints + 1)
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local rally = Utils.RandomInteger(1, #rallypoints + 1)
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local unit = Reinforcements.Reinforce(soviets, { Utils.Random(SovietVehicles) }, { spawnpoints[route].Location })[1]
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local unit = Reinforcements.Reinforce(Soviets, { Utils.Random(SovietVehicles) }, { spawnpoints[route].Location })[1]
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unit.AttackMove(rallypoints[rally].Location)
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IdleHunt(unit)
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@@ -152,7 +152,7 @@ SpawnSovietVehicle = function(spawnpoints, rallypoints)
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end
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SpawnAndAttack = function(types, entry)
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local units = Reinforcements.Reinforce(soviets, types, { entry })
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local units = Reinforcements.Reinforce(Soviets, types, { entry })
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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@@ -164,10 +164,10 @@ SpawnAndAttack = function(types, entry)
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end
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SendFrenchReinforcements = function()
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local camera = Actor.Create("camera", true, { Owner = allies, Location = SovietRally1.Location })
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Beacon.New(allies, FranceEntry.CenterPosition - WVec.New(0, 3 * 1024, 0))
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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local camera = Actor.Create("camera", true, { Owner = Allies, Location = SovietRally1.Location })
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Beacon.New(Allies, FranceEntry.CenterPosition - WVec.New(0, 3 * 1024, 0))
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Media.PlaySpeechNotification(Allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(Allies, FrenchSquad, { FranceEntry.Location, FranceRally.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function() camera.Destroy() end)
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end
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@@ -179,7 +179,7 @@ FrenchReinforcements = function()
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return
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end
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powerproxy = Actor.Create("powerproxy.parabombs", false, { Owner = allies })
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local powerproxy = Actor.Create("powerproxy.parabombs", false, { Owner = Allies })
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powerproxy.TargetAirstrike(drum1.CenterPosition, Angle.NorthEast + Angle.New(16))
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powerproxy.TargetAirstrike(drum2.CenterPosition, Angle.NorthEast)
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powerproxy.TargetAirstrike(drum3.CenterPosition, Angle.NorthEast - Angle.New(16))
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@@ -215,9 +215,9 @@ FinalAttack = function()
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Trigger.OnAllKilledOrCaptured(units, function()
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if not DestroyObj then
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Media.DisplayMessage(UserInterface.Translate("reinforced-position-initiate-counter-attack"), UserInterface.Translate("incoming-report"))
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DestroyObj = AddPrimaryObjective(allies, "destroy-remaining-soviet-forces-area")
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DestroyObj = AddPrimaryObjective(Allies, "destroy-remaining-soviet-forces-area")
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end
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allies.MarkCompletedObjective(SurviveObj)
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Allies.MarkCompletedObjective(SurviveObj)
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end)
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end
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@@ -234,15 +234,15 @@ FinishTimer = function()
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Trigger.AfterDelay(DateTime.Seconds(10), function() UserInterface.SetMissionText("") end)
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end
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wave = 1
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Wave = 1
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SendParadrops = function()
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SendSovietParadrops(ParaWaves[wave])
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SendSovietParadrops(ParaWaves[Wave])
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wave = wave + 1
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if wave > #ParaWaves then
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Wave = Wave + 1
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if Wave > #ParaWaves then
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Trigger.AfterDelay(AttackTicks, FrenchReinforcements)
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else
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Trigger.AfterDelay(ParaWaves[wave].delay, SendParadrops)
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Trigger.AfterDelay(ParaWaves[Wave].delay, SendParadrops)
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end
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end
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@@ -251,12 +251,12 @@ SetupBridges = function()
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local counter = function()
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count = count + 1
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if count == 2 then
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allies.MarkCompletedObjective(RepairBridges)
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Allies.MarkCompletedObjective(RepairBridges)
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end
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end
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Media.DisplayMessage(UserInterface.Translate("repair-bridges-for-reinforcement"), UserInterface.Translate("incoming-report"))
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RepairBridges = AddSecondaryObjective(allies, "repair-two-southern-bridges")
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RepairBridges = AddSecondaryObjective(Allies, "repair-two-southern-bridges")
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local bridgeA = Map.ActorsInCircle(BrokenBridge1.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
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local bridgeB = Map.ActorsInCircle(BrokenBridge2.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
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@@ -264,39 +264,39 @@ SetupBridges = function()
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Utils.Do(bridgeA, function(bridge)
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Trigger.OnDamaged(bridge, function()
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Utils.Do(bridgeA, function(self) Trigger.ClearAll(self) end)
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, { "1tnk", "2tnk", "2tnk" }, { ReinforcementsEntry1.Location, ReinforcementsRally1.Location })
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Media.PlaySpeechNotification(Allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(Allies, { "1tnk", "2tnk", "2tnk" }, { ReinforcementsEntry1.Location, ReinforcementsRally1.Location })
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counter()
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end)
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end)
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Utils.Do(bridgeB, function(bridge)
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Trigger.OnDamaged(bridge, function()
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Utils.Do(bridgeB, function(self) Trigger.ClearAll(self) end)
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, { "jeep", "1tnk", "1tnk" }, { ReinforcementsEntry2.Location, ReinforcementsRally2.Location })
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Media.PlaySpeechNotification(Allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(Allies, { "jeep", "1tnk", "1tnk" }, { ReinforcementsEntry2.Location, ReinforcementsRally2.Location })
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counter()
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end)
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end)
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end
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InitCountDown = function()
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Trigger.AfterDelay(DateTime.Minutes(1), function() Media.PlaySpeechNotification(allies, "WarningFourMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() Media.PlaySpeechNotification(allies, "WarningThreeMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() Media.PlaySpeechNotification(allies, "WarningTwoMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(4), function() Media.PlaySpeechNotification(allies, "WarningOneMinuteRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(1), function() Media.PlaySpeechNotification(Allies, "WarningFourMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() Media.PlaySpeechNotification(Allies, "WarningThreeMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() Media.PlaySpeechNotification(Allies, "WarningTwoMinutesRemaining") end)
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Trigger.AfterDelay(DateTime.Minutes(4), function() Media.PlaySpeechNotification(Allies, "WarningOneMinuteRemaining") end)
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end
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AddObjectives = function()
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InitObjectives(allies)
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InitObjectives(Allies)
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SurviveObj = AddPrimaryObjective(allies, "enforce-position-hold-out-onslaught")
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SovietObj = AddPrimaryObjective(soviets, "")
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SurviveObj = AddPrimaryObjective(Allies, "enforce-position-hold-out-onslaught")
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SovietObj = AddPrimaryObjective(Soviets, "")
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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SetupBridges()
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end)
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Trigger.OnPlayerWon(allies, function()
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Trigger.OnPlayerWon(Allies, function()
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Media.DisplayMessage(UserInterface.Translate("remaining-soviet-presence-destroyed"), UserInterface.Translate("incoming-report"))
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end)
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end
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@@ -305,11 +305,11 @@ InitMission = function()
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Camera.Position = AlliesBase.CenterPosition
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TimerColor = HSLColor.Red
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(allies, "MissionTimerInitialised") end)
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(Allies, "MissionTimerInitialised") end)
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Trigger.AfterDelay(TimerTicks, function()
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Media.DisplayMessage(UserInterface.Translate("soviet-reinforcements-approaching"), UserInterface.Translate("incoming-report"))
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Media.PlaySpeechNotification(allies, "SovietReinforcementsArrived")
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Media.PlaySpeechNotification(Allies, "SovietReinforcementsArrived")
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SpawnSovietVehicle(NewSovietEntryPoints, NewSovietRallyPoints)
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FinalAttack()
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Producing = false
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@@ -361,7 +361,7 @@ SetupSoviets = function()
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toBuild[i] = Utils.Random(SovietInfantry)
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end
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soviets.Build(toBuild, function(units)
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Soviets.Build(toBuild, function(units)
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Utils.Do(units, function(unit)
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InfantryGuards[#InfantryGuards + 1] = unit
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GuardHarvester(unit, Harvester2)
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@@ -373,10 +373,10 @@ SetupSoviets = function()
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end)
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Trigger.AfterDelay(0, function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == soviets and self.HasProperty("StartBuildingRepairs") end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Soviets 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 == soviets and building.Health < building.MaxHealth * 3/4 then
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if building.Owner == Soviets 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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@@ -385,9 +385,8 @@ SetupSoviets = function()
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end
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WorldLoaded = function()
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allies = Player.GetPlayer("Allies")
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soviets = Player.GetPlayer("Soviets")
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Allies = Player.GetPlayer("Allies")
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Soviets = Player.GetPlayer("Soviets")
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AddObjectives()
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InitMission()
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