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asset-fire-control 1.0.2->1.0.3 (BUK-M2/Nasal/fire-control.nas) asset-fire-control 1.0.2->1.0.3 (MIM-104D/Nasal/fire-control.nas) asset-fire-control 1.0.2->1.0.3 (S-75/Nasal/fire-control.nas) asset-fire-control 1.0.2->1.0.3 (SA-3/Nasal/fire-control.nas) asset-fire-control 1.0.2->1.0.3 (SA-6/Nasal/fire-control.nas)
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8e8d646685
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3c986cacc1
@@ -450,8 +450,8 @@ var reload = func(force = 1) {
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if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
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#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
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armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[i].start();
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armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[armament.preAlphaKey~i].start();
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}
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}
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ACTIVE_MISSILE = 0;setprop("active", 0);
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@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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lu.tracking = 0;
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}
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return;
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} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[ACTIVE_MISSILE];
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} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
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var brevity = theMissile.brevity;
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#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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@@ -450,8 +450,8 @@ var reload = func(force = 1) {
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if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
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#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
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armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[i].start();
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armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[armament.preAlphaKey~i].start();
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}
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}
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ACTIVE_MISSILE = 0;setprop("active", 0);
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@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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lu.tracking = 0;
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}
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return;
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} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[ACTIVE_MISSILE];
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} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
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var brevity = theMissile.brevity;
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#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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@@ -450,8 +450,8 @@ var reload = func(force = 1) {
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if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
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#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
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armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[i].start();
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armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[armament.preAlphaKey~i].start();
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}
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}
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ACTIVE_MISSILE = 0;setprop("active", 0);
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@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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lu.tracking = 0;
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}
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return;
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} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[ACTIVE_MISSILE];
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} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
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var brevity = theMissile.brevity;
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#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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@@ -450,8 +450,8 @@ var reload = func(force = 1) {
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if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
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#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
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armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[i].start();
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armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[armament.preAlphaKey~i].start();
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}
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}
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ACTIVE_MISSILE = 0;setprop("active", 0);
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@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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lu.tracking = 0;
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}
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return;
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} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[ACTIVE_MISSILE];
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} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
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var brevity = theMissile.brevity;
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#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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@@ -450,8 +450,8 @@ var reload = func(force = 1) {
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if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
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#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
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armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[i].start();
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armament.AIM.active[armament.preAlphaKey~i].radarZ = radar_elevation_above_terrain_m;
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armament.AIM.active[armament.preAlphaKey~i].start();
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}
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}
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ACTIVE_MISSILE = 0;setprop("active", 0);
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@@ -505,8 +505,8 @@ var missile_launch = func(mp, launchtime, my_pos) {
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lu.tracking = 0;
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}
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return;
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} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[ACTIVE_MISSILE];
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} elsif ( armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
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var theMissile = armament.AIM.active[armament.preAlphaKey~ACTIVE_MISSILE];
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var brevity = theMissile.brevity;
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#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
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@@ -297,23 +297,23 @@
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],
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"asset-fire-control": [
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{
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"version": "1.0.2",
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"version": "1.0.3",
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"path": "BUK-M2/Nasal/fire-control.nas"
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},
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{
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"version": "1.0.2",
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"version": "1.0.3",
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"path": "MIM-104D/Nasal/fire-control.nas"
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},
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{
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"version": "1.0.2",
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"version": "1.0.3",
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"path": "S-75/Nasal/fire-control.nas"
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},
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{
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"version": "1.0.2",
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"version": "1.0.3",
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"path": "SA-3/Nasal/fire-control.nas"
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},
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{
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"version": "1.0.2",
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"version": "1.0.3",
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"path": "SA-6/Nasal/fire-control.nas"
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}
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],
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