Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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@@ -30,7 +30,7 @@ struct Life{int ConnectionId=1;};
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struct Controller{IEntity actor=nullptr;int messages=0;string last;IEntity GetControlledEntity(){return actor;}void ERR_CasualtyFeedback(Mode*,IEntity a,string s){assert(a==actor);messages++;last=s;}};
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struct Manager{Controller* current=nullptr;Controller* GetPlayerController(int){return current;}};
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struct Game{Manager manager;Manager* GetPlayerManager(){return &manager;}} game;Game* GetGame(){return &game;}
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struct Mode{bool active=true;int phase=4;Service* service=nullptr;static Mode* current;static Mode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}Service* CasualtyLoading(){return service;}int ExtractionVehicle(){return 1;}};Mode* Mode::current=nullptr;
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struct Mode{bool active=true;int phase=4;Service* service=nullptr;static Mode* current;static Mode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}Service* CasualtyLoading(){return service;}int CasualtyLoadingAircraftFor(IEntity,IEntity){return 1;}};Mode* Mode::current=nullptr;
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namespace ERR_CasualtyFeedback{string physical;string PhysicalReason(Mode*,IEntity,IEntity){return physical;}}
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struct Ticket{bool FeedbackSubmitted=false;IEntity Caller=nullptr;int CallerAccount=1,CallerConnection=1;};
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struct Service{
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@@ -107,7 +107,7 @@ struct Actor;using IEntity=Actor*;
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struct Seat{bool transport=true,occupied=false,reserved=false,accessible=true,locked=false;bool GetOccupant(){return occupied;}bool IsReserved(){return reserved;}bool IsCompartmentAccessible(){return accessible;}bool IsGetInLockedFor(IEntity){return locked;}};
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struct Manager{std::vector<Seat*> seats;void GetCompartments(std::vector<Seat*>& out){out=seats;}};
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struct Actor{bool conscious=true,aboard=false,settled=true,ready=true;Manager* manager=nullptr;int GetOrigin(){return 0;}};
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struct Mode{bool active=true;int phase=4;Actor* aircraft=nullptr;bool Active(){return active;}int Phase(){return phase;}Actor* CasualtyLoadingAircraft(){return aircraft;}};
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struct Mode{bool active=true;int phase=4;Actor* aircraft=nullptr;bool Active(){return active;}int Phase(){return phase;}Actor* CasualtyLoadingAircraftFor(IEntity,IEntity){return aircraft;}};
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namespace ERR_Phase{enum{EXTRACTION=4};}
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namespace ERR_Actors{bool CanFight(IEntity a){return a&&a->conscious;}}
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namespace CompartmentAccessComponent{bool GetVehicleIn(IEntity a){return a->aboard;}}
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