Prepare independent successor playtest with spawn recovery and casualty feedback
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@@ -55,6 +55,7 @@ struct Mode {
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Work* m_Extraction=&extraction;Work* m_RadioDefence=&radio;Work* m_Recovery=&recovery;
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Command* m_Command=nullptr;Roster* m_Roster=&roster;
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Hook m_OnTick{0,{},"event"},m_OnStop{0,{},"onstop"};std::vector<Entity*> m_OwnedEntities;
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bool InitialAdmissionsExhausted(){return false;}
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World* GetWorld(){return &world;}bool RefreshRadioFeedback(){return false;}
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void Transition(int phase){m_Phase=phase;StopServices();}
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'''+cpp(body(MODE,'bool Active('))+cpp(body(MODE,'protected void ServerTick('))+cpp(body(MODE,'protected void StopServices('))+r'''
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