Fix bogus paradropping in survival01
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@@ -1252,6 +1252,10 @@ Rules:
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powerproxy.paratroopers:
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powerproxy.paratroopers:
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ParatroopersPower:
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ParatroopersPower:
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DropItems: E1,E1,E1,E2,E2
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DropItems: E1,E1,E1,E2,E2
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powerproxy.allied:
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Inherits: powerproxy.paratroopers
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ParatroopersPower:
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DropItems: ARTY,ARTY,ARTY
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CAMERA.sam:
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CAMERA.sam:
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Inherits: CAMERA
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Inherits: CAMERA
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RevealsShroud:
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RevealsShroud:
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@@ -1261,12 +1265,6 @@ Rules:
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RevealsShroud:
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RevealsShroud:
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Range: 1000
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Range: 1000
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ARTY:
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ARTY:
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Parachutable:
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KilledOnImpassableTerrain: false
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WithParachute:
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UpgradeTypes: parachute
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UpgradeMinEnabledLevel: 1
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Image: parach
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UpgradeManager:
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UpgradeManager:
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BodyOrientation:
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BodyOrientation:
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AFLD.mission:
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AFLD.mission:
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@@ -28,7 +28,6 @@ else --Difficulty == "Hard"
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LongBowReinforcements = { "heli" }
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LongBowReinforcements = { "heli" }
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end
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end
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AlliedArtilleryParadrops = { "arty", "arty", "arty" }
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AlliedAirReinforcementsWaypoints =
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AlliedAirReinforcementsWaypoints =
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{
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{
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{ AirReinforcementsEntry1.Location, AirReinforcementsEntry2.Location },
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{ AirReinforcementsEntry1.Location, AirReinforcementsEntry2.Location },
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@@ -279,21 +278,20 @@ TimerExpired = function()
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end
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end
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end
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end
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DropAlliedArtillery = function(table)
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DropAlliedArtillery = function(facing, dropzone)
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local plane = Actor.Create("badr", true, { Owner = allies, Location = table[1] })
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local proxy = Actor.Create("powerproxy.allied", true, { Owner = allies })
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Utils.Do(AlliedArtilleryParadrops, function(type)
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proxy.SendParatroopers(dropzone, false, facing)
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local unit = Actor.Create(type, false, { Owner = allies })
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proxy.Destroy()
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plane.LoadPassenger(unit)
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end)
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plane.Paradrop(table[2])
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end
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end
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SendLongBowReinforcements = function()
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SendLongBowReinforcements = function()
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
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Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[1])
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Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[1])
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Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
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Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
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if ParadropArtillery then
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if ParadropArtillery then
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DropAlliedArtillery({ Utils.Random(AlliedAirReinforcementsWaypoints)[1], Alliesbase.Location })
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local facing = Utils.RandomInteger(Facing.NorthWest, Facing.SouthWest)
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DropAlliedArtillery(facing, Alliesbase.CenterPosition)
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end
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end
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end
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end
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