Integrate startup optics and supply vehicle lock picking
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@@ -65,6 +65,7 @@ class ERR_EnemyEquipmentEntry
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IEntity Actor;
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SCR_AIGroup Group;
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SCR_AICombatComponent Combat;
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ref ERR_EnemyOptics Optics;
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int Checks;
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int SkillChecks;
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bool Rolled;
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@@ -120,6 +121,7 @@ class ERR_EnemyEquipmentEntry
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{
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Complete = true;
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Released = true;
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if (Optics) Optics.Stop();
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if (Combat) Combat.ERR_ReleaseEnemySkill(mode);
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Combat = null;
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// Do not interpret Stop as cancellation of an accepted native insertion.
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@@ -176,6 +178,7 @@ class ERR_EnemyEquipment
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IEntity actor = agent.GetControlledEntity();
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if (Known(actor) || !ERR_EnemyEquipmentRules.Eligible(m_Mode, state.Group, actor)) continue;
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ERR_EnemyEquipmentEntry entry = new ERR_EnemyEquipmentEntry(); entry.Actor = actor; entry.Group = state.Group;
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entry.Optics = new ERR_EnemyOptics(actor, state.Group);
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entry.Combat = SCR_AICombatComponent.Cast(actor.FindComponent(SCR_AICombatComponent));
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if (entry.Combat) entry.Combat.ERR_BindEnemySkill(m_Mode, state.Group);
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m_Entries.Insert(entry);
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@@ -193,6 +196,7 @@ class ERR_EnemyEquipment
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if (entry.Combat) entry.Combat.ERR_BindEnemySkill(m_Mode, entry.Group);
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}
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entry.Check(m_Mode);
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if (entry.Optics) entry.Optics.Check(m_Mode);
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}
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}
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void Stop()
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