Add mission customization, HQ support and aggression-driven AI
Integrate faction and random settings menus, generated objectives, scouts, convoys, air support, mortar stations and body-intel recovery. Add identified-body aggression, finite hunter UAZ deployment, dedicated objective defence and maximum AI skill with separate reduced aim accuracy. Include policy tests, native probes, evidence and documentation.
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@@ -42,8 +42,8 @@ namespace CompartmentAccessComponent{IEntity GetVehicleIn(IEntity a){return a?a-
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struct Roster{std::map<int,ERR_PlayerLife> lives;ERR_PlayerLife Get(int id){auto p=lives.find(id);return p==lives.end()?nullptr:p->second;}
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'''+roster+r'''
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};
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struct ERR_GameMode{static ERR_GameMode* current;Roster* roster;int phase=2,faction=1;bool active=true;static ERR_GameMode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}int PlayerFaction(){return faction;}int PrisonPosition(){return 0;}Roster* Players(){return roster;}};ERR_GameMode* ERR_GameMode::current=nullptr;
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struct Placement{int nearCalls=0,prisonCalls=0;IEntity last=nullptr;bool clear=true;bool Near(IEntity a,int,vector& p){nearCalls++;last=a;p=a->origin;return clear;}bool Prison(int,int,vector& p){prisonCalls++;p=0;return true;}};
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struct ERR_GameMode{static ERR_GameMode* current;Roster* roster;int phase=2,faction=1;bool active=true;static ERR_GameMode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}int PlayerFaction(){return faction;}int PrisonPosition(){return 0;}float PrisonHeading(){return 90;}Roster* Players(){return roster;}};ERR_GameMode* ERR_GameMode::current=nullptr;
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struct Placement{int nearCalls=0,prisonCalls=0;IEntity last=nullptr;bool clear=true;bool Near(IEntity a,int,vector& p){nearCalls++;last=a;p=a->origin;return clear;}bool Prison(int,int,vector& p,float heading){assert(heading==90);prisonCalls++;p=0;return true;}};
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struct Spawn{Placement m_Placement;int m_AuthorizedPositions=0;
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'''+spawn+r'''
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};
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