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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@@ -17,7 +17,7 @@ struct Ticket { Entity* Aircraft; Entity* Casualty; Entity* Seat; };
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struct Mode {
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Entity* aircraft; bool active=true; int phase=4;
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bool Active(){return active;} int Phase(){return phase;}
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Entity* ExtractionVehicle(){return aircraft;}
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bool CasualtyLoadingTransport(Entity* value){return value==aircraft;}
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};
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''' + policy + '''
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struct Service { Mode* m_Mode;
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@@ -86,7 +86,7 @@ namespace ERR_Actors {bool Alive(Entity* actor){return actor&&actor->alive;}}
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namespace CompartmentAccessComponent {Entity* GetVehicleIn(Entity* actor){return actor?actor->vehicle:nullptr;}}
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namespace ERR_CasualtyLoadingRules {
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''' + policy + '''
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bool Nearby(Mode*,Entity*,Entity*){return true;}
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bool NearbyAircraft(Mode*,Entity*,Entity*,Entity*){return true;}
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}
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struct Queue {
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bool active=false;int starts=0,removes=0;std::function<void()> callback;
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