Integrate finite physical mortar assets and archive inventory regression
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@@ -4,8 +4,9 @@ modded class ERR_HQ
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{
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vector ERR_ProbeResponseOrigin()
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{
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if (m_Units.IsEmpty() || !m_Units[0].Group) return vector.Zero;
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return m_Units[0].Group.GetOrigin() + "0 0 20";
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foreach (ERR_HQUnit unit : m_Units)
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if (!unit.ReservedForSupport && unit.Group) return unit.Group.GetOrigin() + "0 0 20";
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return vector.Zero;
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}
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bool ERR_ProbeDeliveredResponse()
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{
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@@ -22,7 +23,7 @@ modded class ERR_HQ
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if (!unit.Assignment || waypoints.Contains(unit.Waypoint)) return false;
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waypoints.Insert(unit.Waypoint);
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}
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return m_Units.Count() == 3 && waypoints.Count() > 0 && Assigned() <= m_Mode.Settings().Get("supportSquadLimit");
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return waypoints.Count() > 0 && Assigned() <= m_Mode.Settings().Get("supportSquadLimit");
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}
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string ERR_ProbePerception()
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{
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@@ -47,15 +48,17 @@ modded class ERR_HQ
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}
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bool ERR_ProbeSquadsReady()
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{
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if (m_Units.Count() != 3) return false;
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int infantry;
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foreach (ERR_HQUnit unit : m_Units)
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{
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if (unit.ReservedForSupport) continue;
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infantry++;
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if (!unit.Group || ERR_HQRadio.Capability(unit.Radio) != 2) return false;
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array<AIAgent> agents = {};
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unit.Group.GetAgents(agents);
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if (agents.Count() != 6) return false;
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}
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return true;
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return infantry == 3;
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}
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}
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