Fix reinforcements appearing in soviet04a/b despite killed radar dome
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@@ -31,6 +31,10 @@ AttackPaths =
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}
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ReinfInf = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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return
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end
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Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier)
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soldier.Hunt()
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end)
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@@ -46,35 +50,39 @@ ReinfArmor = function()
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end
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BringPatrol1 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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return
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end
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local units = Reinforcements.Reinforce(Greece, Patrol1Group, { NRoadPoint.Location }, 0)
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Utils.Do(units, function(patrols)
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patrols.Patrol(Patrol1Path, true, 250)
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end)
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if not Radar.IsDead and Radar.Owner == Greece then
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
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end
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end)
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end
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
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end
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end)
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end
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BringPatrol2 = function()
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if Radar.IsDead or Radar.Owner ~= Greece then
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return
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end
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local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0)
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Utils.Do(units, function(patrols)
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patrols.Patrol(Patrol2Path, true, 250)
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end)
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if not Radar.IsDead and Radar.Owner == Greece then
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
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end
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end)
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end
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Trigger.OnAllKilled(units, function()
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if Map.Difficulty == "Hard" then
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Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
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else
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Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
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end
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end)
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end
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