Improve AI garrisons, player recovery and mission administration
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@@ -62,7 +62,7 @@ struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;
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struct Replication{inline static bool server=true;static bool IsServer(){return server;}};
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struct SCR_Global{inline static bool editor=false;static bool IsEditMode(){return editor;}};
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struct ERR_HQ{inline static Array<string>events;static void Event(string,string message){events.Insert(message);}};
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struct ERR_EnemyEquipmentRules{static bool Eligible(ERR_GameMode*m,Group*g,IEntity a){return m&&g&&a&&a->eligible&&a->group==g;}};
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struct ERR_EnemyEquipmentRules{static bool Owned(ERR_GameMode*m,Group*g,IEntity a){return m&&g&&a&&a->eligible&&a->group==g;}static bool Eligible(ERR_GameMode*m,Group*g,IEntity a){return Owned(m,g,a);}};
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struct Inventory{Array<IEntity>items;Array<int>requests;bool basicFits=true,manpackFits=true,accept=true;int callback=0;ScriptedInventoryOperationCallback*last=nullptr;
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void GetItems(Array<IEntity>&out){out=items;}
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int Kind(ResourceName p){return p.find("R107M")!=string::npos?2:1;}
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