Add mission customization, HQ support and aggression-driven AI
Integrate faction and random settings menus, generated objectives, scouts, convoys, air support, mortar stations and body-intel recovery. Add identified-body aggression, finite hunter UAZ deployment, dedicated objective defence and maximum AI skill with separate reduced aim accuracy. Include policy tests, native probes, evidence and documentation.
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@@ -10,6 +10,7 @@ callback=s[s.index('class ERR_InfantryAmmoCallback'):s.index('// One exact physi
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code=s[s.index('class ERR_InfantryAmmoTransfer\n'):]
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code=re.sub(r'//[^\n]*','',code).replace('protected ','').replace('class ','struct ')
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for src,dst in {
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'm_Donor.FindComponent(VehicleHelicopterSimulation)':'m_Donor->helicopter',
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'BaseMagazineComponent.Cast(exactMagazine.FindComponent(BaseMagazineComponent))':'exactMagazine->magazine',
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'BaseWeaponManagerComponent.Cast(actor.FindComponent(BaseWeaponManagerComponent))':'actor->weapons',
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'BaseWeaponComponent.Cast(rifle.FindComponent(BaseWeaponComponent))':'rifle->weapon',
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@@ -78,7 +79,7 @@ struct Usage{Slot*pilot=nullptr;Slot*GetPilotCompartmentSlot(){return pilot;}};
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struct VehicleManager{IEntity vehicle=nullptr;IEntity FindVehicle(IEntity v){return vehicle==v?v:nullptr;}};
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struct Utility{VehicleManager*m_VehicleMgr=nullptr;bool military=true;bool IsMilitary(){return military;}};
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struct Group{int faction=1,players=0;bool slave=false;Utility*utility=nullptr;int GetPlayerCount(bool){return players;}int GetFaction(){return faction;}bool IsSlave(){return slave;}Utility*GetGroupUtilityComponent(){return utility;}};
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struct Entity{bool alive=true,awake=true,player=false,captured=false;int faction=1;Group*group=nullptr;IEntity vehicle=nullptr,parent=nullptr;
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struct Entity{bool helicopter=false;bool alive=true,awake=true,player=false,captured=false;int faction=1;Group*group=nullptr;IEntity vehicle=nullptr,parent=nullptr;
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Inventory*inventory=nullptr;Magazine*magazine=nullptr;Manager*weapons=nullptr;Weapon*weapon=nullptr;Item*item=nullptr;Usage*usage=nullptr;Physics_*physics=nullptr;vector position;
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IEntity GetParent(){return parent;}Physics_*GetPhysics(){return physics;}vector GetOrigin(){return position;}};
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struct Record{SCR_AIGroup Group=nullptr;bool Physical=true,Eliminated=false;};
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