Integrate physical radio calls and finite vehicle maintenance
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@@ -133,11 +133,11 @@ coordinator=source[source.index('class ERR_EnemyEquipmentGroup'):]
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coordinator=re.sub(r'//[^\n]*','',coordinator).replace('protected ','').replace('ref ','').replace('class ','struct ')
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coordinator=coordinator.replace('array<ERR_EnemyEquipmentGroup>','Array<ERR_EnemyEquipmentGroup*>').replace('array<ERR_EnemyEquipmentEntry>','Array<ERR_EnemyEquipmentEntry*>').replace('array<AIAgent>','Array<AIAgent*>')
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coordinator=coordinator.replace('SCR_AICombatComponent.Cast(actor.FindComponent(SCR_AICombatComponent))','actor->combat').replace('SCR_AICombatComponent.Cast(entry.Actor.FindComponent(SCR_AICombatComponent))','entry->Actor->combat')
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for cls in ('ERR_GameMode','SCR_AIGroup','ERR_EnemyEquipmentGroup','ERR_EnemyEquipmentEntry','IEntity','AIAgent'):
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for cls in ('ERR_GameMode','SCR_AIGroup','ERR_EnemyRadio','ERR_EnemyEquipmentGroup','ERR_EnemyEquipmentEntry','IEntity','AIAgent'):
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coordinator=re.sub(r'\b'+cls+r' ([a-zA-Z_]\w*)',cls+r'* \1',coordinator)
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for obj in ('m_Mode','existing','state','group','agent','entry','actor'):
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coordinator=coordinator.replace(obj+'.',obj+'->')
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coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Optics.Check','Optics->Check')
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coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Optics.Check','Optics->Check').replace('Radio.Check','Radio->Check').replace('Radio.Stop','Radio->Stop').replace('Radio.Register','Radio->Register')
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for cls in ('Replication','ERR_GameMode','ERR_EnemyEquipmentRules'):coordinator=coordinator.replace(cls+'.',cls+'::')
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coordinator=coordinator.replace('void ERR_EnemyEquipment(', 'ERR_EnemyEquipment(')
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coordinator=coordinator.replace('GetGame().GetWorld().GetWorldTime()','worldTime').replace('foreach (','for (').replace('null','nullptr')
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@@ -161,6 +161,7 @@ struct ERR_EnemyOptics{
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ERR_EnemyOptics(IEntity* a,SCR_AIGroup* g):actor(a),group(g){}
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void Check(ERR_GameMode*){checks++;}void Stop(){stops++;}
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};
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struct ERR_EnemyRadio{ERR_EnemyRadio(SCR_AIGroup*,int){}void Register(IEntity*){}void Check(ERR_GameMode*){}void Stop(){}};
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struct ERR_EnemyEquipmentEntry{
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ERR_EnemyOptics* Optics=nullptr;bool Complete=false;
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IEntity* Actor=nullptr;SCR_AIGroup* Group=nullptr;SCR_AICombatComponent* Combat=nullptr;bool Released=false;int SkillChecks=0,checks=0,stops=0;
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