Merge pull request #12511 from abcdefg30/onAllMTMsRemoved
Fix a potential crash in Monster Tank Madness
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@@ -65,8 +65,12 @@ SetupAlliedBase = function()
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DefendOutpost = player.AddSecondaryObjective("Defend and repair our outpost.")
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DefendOutpost = player.AddSecondaryObjective("Defend and repair our outpost.")
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player.MarkCompletedObjective(FindOutpost)
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player.MarkCompletedObjective(FindOutpost)
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Trigger.AfterDelay(DateTime.Seconds(1), function() -- don't fail the Objective instantly
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-- Don't fail the Objective instantly
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Trigger.OnAllRemovedFromWorld(alliedOutpost, function() player.MarkFailedObjective(DefendOutpost) end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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-- The actor might have been destroyed/crushed in this one second delay
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local actors = Utils.Where(alliedOutpost, function(actor) return actor.IsInWorld end)
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Trigger.OnAllRemovedFromWorld(actors, function() player.MarkFailedObjective(DefendOutpost) end)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
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@@ -119,7 +123,7 @@ end
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LandingPossible = function()
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LandingPossible = function()
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if not beachReached and (USSRSpen.IsDead or Engineer.IsDead) and LstProduced < 1 then
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if not beachReached and (USSRSpen.IsDead or Engineer.IsDead) and LstProduced < 1 then
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player.MarkFailedObjective(CrossRiver)
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player.MarkFailedObjective(CrossRiver)
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end
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end
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end
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end
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