Make use of the new DisguiseAsType function in allies05a
and remove the cloak hack
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@@ -160,8 +160,6 @@ WarfactoryInfiltrated = function()
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end
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end
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MissInfiltrated = function()
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MissInfiltrated = function()
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CloakProvider.Destroy()
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for i = 0, 5, 1 do
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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@@ -247,9 +245,8 @@ InitTriggers = function()
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if a == Truk then
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Trigger.RemoveFootprintTrigger(id)
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CloakProvider = Actor.Create("CloakUpgrade", true, { Owner = greece, Location = Prison.Location })
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.DisguiseAsType("e1", ussr)
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Spy.Move(SpyWaypoint.Location)
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Spy.Move(SpyWaypoint.Location)
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Spy.Infiltrate(Prison)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(greece, SpyVoice)
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Media.PlaySoundNotification(greece, SpyVoice)
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@@ -1694,20 +1694,6 @@ Rules:
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Types: Mission Objectives
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Types: Mission Objectives
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DisguiseToolTip:
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DisguiseToolTip:
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ShowOwnerRow: false
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ShowOwnerRow: false
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Cloak@MISS:
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UpgradeTypes: miss
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UpgradeMinEnabledLevel: 1
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InitialDelay: 0
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CloakDelay: 0
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Palette:
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CloakUpgrade:
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AlwaysVisible:
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Immobile:
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OccupiesSpace: false
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BodyOrientation:
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UpgradeActorsNear:
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Upgrades: miss
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Range: 5c512
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WEAP:
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WEAP:
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TargetableBuilding:
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TargetableBuilding:
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TargetTypes: Ground, C4, DetonateAttack, Structure, Mission Objectives
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TargetTypes: Ground, C4, DetonateAttack, Structure, Mission Objectives
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