Fix the FreePrisoners objective being completed without freeing prisoners
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@@ -253,7 +253,11 @@ InitTriggers = function()
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Trigger.OnAllKilled(bridges, function()
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Trigger.OnAllKilled(bridges, function()
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player.MarkCompletedObjective(KillBridges)
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player.MarkCompletedObjective(KillBridges)
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player.MarkCompletedObjective(TanyaSurvive)
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player.MarkCompletedObjective(TanyaSurvive)
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player.MarkCompletedObjective(FreePrisoners)
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-- The prisoners are free once their guards are dead
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if PGuard1.IsDead and PGuard2.IsDead then
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player.MarkCompletedObjective(FreePrisoners)
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end
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end)
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end)
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local oilPumps = ussr.GetActorsByType("v19")
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local oilPumps = ussr.GetActorsByType("v19")
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@@ -355,6 +355,14 @@ InitTriggers = 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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-- The engineers need to leave the enemy base to count as 'freed'
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Trigger.OnExitedProximityTrigger(BaseCameraWaypoint.CenterPosition, WDist.New(7 * 1024), function(a, id)
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if a.Type == "hacke6" and not EngisFreed then
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EngisFreed = true
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Trigger.RemoveProximityTrigger(id)
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end
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end)
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Trigger.AfterDelay(0, function()
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Trigger.AfterDelay(0, function()
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local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" or actor.Type == "bridge2" end)
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local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" or actor.Type == "bridge2" end)
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ExplodingBridge = bridges[1]
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ExplodingBridge = bridges[1]
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@@ -362,7 +370,11 @@ InitTriggers = function()
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Trigger.OnAllKilled(bridges, function()
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Trigger.OnAllKilled(bridges, function()
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player.MarkCompletedObjective(KillBridges)
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player.MarkCompletedObjective(KillBridges)
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player.MarkCompletedObjective(TanyaSurvive)
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player.MarkCompletedObjective(TanyaSurvive)
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player.MarkCompletedObjective(FreePrisoners)
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-- The medic is freed once his guard is dead
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if MediFreed and MediGuard.IsDead and EngisFreed then
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player.MarkCompletedObjective(FreePrisoners)
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end
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end)
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end)
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end)
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end)
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end
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end
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