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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@@ -26,7 +26,7 @@ namespace ERR_Actors {bool Player(Actor* a){return a&&a->player;}bool CanFight(A
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namespace SCR_FactionManager {int SGetFaction(Actor* a){return a->faction;}}
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struct Hook {std::set<std::string> callbacks;int inserted=0;void Insert(std::string c){callbacks.insert(c);inserted++;}void Remove(std::string c){callbacks.erase(c);}};
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struct ERR_GameMode {static ERR_GameMode* current;int phase=0,enemy=2;Hook phases,stops;
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static ERR_GameMode* Get(){return current;}int Phase(){return phase;}int EnemyFaction(){return enemy;}
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static ERR_GameMode* Get(){return current;}int Phase(){return phase;}int EnemyFaction(){return enemy;}bool IsMissionEnemy(int f){return enemy&&f>=enemy;}
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Hook* OnPhaseChanged(){return &phases;}Hook* OnStop(){return &stops;}};
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ERR_GameMode* ERR_GameMode::current=nullptr;
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struct Agent {ERR_GameMode* m_ERRPrisonMode=nullptr;Actor* actor=nullptr;bool pending=false,active=true;int starts=0;
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