mirror of
https://github.com/ciribob/DCS-CTLD.git
synced 2026-08-23 09:45:48 +00:00
@@ -22,6 +22,7 @@
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- Report status every 5 minutes or when targets first appear
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- Report status every 5 minutes or when targets first appear
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- Report vague status like 5 armoured vehicles, soldiers and support trucks ??
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- Report vague status like 5 armoured vehicles, soldiers and support trucks ??
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]]
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]]
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ctld = {} -- DONT REMOVE!
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ctld = {} -- DONT REMOVE!
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@@ -103,18 +104,18 @@ ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock
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-- You can add number as a third option to limit the number of soldier or vehicle groups that can be loaded from a zone.
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-- You can add number as a third option to limit the number of soldier or vehicle groups that can be loaded from a zone.
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-- Dropping back a group at a limited zone will add one more to the limit
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-- Dropping back a group at a limited zone will add one more to the limit
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--pickupZones = { "name", "smoke color", "limit (-1 unlimited)", "active (yes/no)", "side (1 = red / 2 = blue)"}
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ctld.pickupZones = {
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ctld.pickupZones = {
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{ "pickzone1", "blue" },
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{ "pickzone1", "red", -1, "yes", 1 }, --unlimited pickups, active on mission start, red side only
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{ "pickzone2", "blue" },
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{ "pickzone2", "blue", -1, "yes", 2 }, --unlimited pickups, active on mission start, blue side only
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{ "pickzone3", "none" },
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{ "pickzone3", "none", -1, "no", 1 }, --unlimited pickups, not active on mission start, red side only
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{ "pickzone4", "none" },
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{ "pickzone4", "none", -1, "yes", 1 },
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{ "pickzone5", "none" },
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{ "pickzone5", "none", -1, "yes", 1 },
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{ "pickzone6", "none" },
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{ "pickzone6", "none", -1, "yes", 1 },
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{ "pickzone7", "none" },
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{ "pickzone7", "none", -1, "yes", 1 },
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{ "pickzone8", "none" },
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{ "pickzone7", "none", -1, "yes", 2 }, -- Listing pickzone7 a second time with other team makes it available to both sides.
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{ "pickzone9", "none", 5 }, -- limits pickup zone 9 to 5 groups of soldiers or vehicles
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{ "pickzone9", "none", 5, "yes", 1 }, -- limits pickup zone 9 to 5 groups of soldiers or vehicles, only red can pick up
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{ "pickzone10", "none", 10 }, -- limits pickup zone 10 to 10 groups of soldiers or vehicles
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{ "pickzone10", "none", 10, "yes", 2 }, -- limits pickup zone 10 to 10 groups of soldiers or vehicles, only blue can pick up
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}
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}
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ctld.dropOffZones = {
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ctld.dropOffZones = {
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@@ -515,6 +516,85 @@ function ctld.createRadioBeaconAtZone(_zone, _coalition, _batteryLife, _name)
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end
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end
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end
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end
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------------------------Steggles Functions-----------------------
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-- Activates a pickup zone
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-- Activates a pickup zone when called from a trigger
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-- EG: ctld.activatePickupZone("pickzone3")
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-- This is enable pickzone3 to be used as a pickup zone for the team set
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function ctld.activatePickupZone(_zoneName)
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local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position
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if _triggerZone == nil then
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trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zoneName, 10)
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return
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end
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for _, _zoneDetails in pairs(ctld.pickupZones) do
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if _zoneName == _zoneDetails[1] then
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--smoke could get messy if designer keeps calling this on an active zone, check its not active first
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if _zoneDetails[4] == 1 then
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trigger.action.outText("CTLD.lua ERROR: Pickup Zone already active: " .. _zoneName, 10)
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return
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end
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_zoneDetails[4] = 1 --activate zone
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if ctld.disableAllSmoke == true then --smoke disabled
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return
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end
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if _zoneDetails[2] >= 0 then
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-- Trigger smoke marker
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-- This will cause an overlapping smoke marker on next refreshsmoke call
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-- but will only happen once
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local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z }
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local _alt = land.getHeight(_pos2)
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local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y }
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trigger.action.smoke(_pos3, _zoneDetails[2])
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end
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end
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end
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end
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-- Deactivates a pickup zone
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-- Deactivates a pickup zone when called from a trigger
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-- EG: ctld.deactivatePickupZone("pickzone3")
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-- This is disables pickzone3 and can no longer be used to as a pickup zone
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-- These functions can be called by triggers, like if a set of buildings is used, you can trigger the zone to be 'not operational'
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-- once they are destroyed
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function ctld.deactivatePickupZone(_zoneName)
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local _triggerZone = trigger.misc.getZone(_zoneName) -- trigger to use as reference position
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if _triggerZone == nil then
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trigger.action.outText("CTLD.lua ERROR: Cant find zone called " .. _zoneName, 10)
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return
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end
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for _, _zoneDetails in pairs(ctld.pickupZones) do
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if _zoneName == _zoneDetails[1] then
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if _zoneDetails[4] == 0 then --this really needed??
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trigger.action.outText("CTLD.lua ERROR: Pickup Zone already deactiveated: " .. _zoneName, 10)
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return
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end
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_zoneDetails[4] = 0 --deactivate zone
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end
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end
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end
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-- ***************************************************************
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-- ***************************************************************
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-- **************** BE CAREFUL BELOW HERE ************************
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-- **************** BE CAREFUL BELOW HERE ************************
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-- ***************************************************************
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-- ***************************************************************
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@@ -3145,7 +3225,10 @@ function ctld.inPickupZone(_heli)
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local _dist = ctld.getDistance(_heliPoint, _triggerZone.point)
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local _dist = ctld.getDistance(_heliPoint, _triggerZone.point)
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if _dist <= _triggerZone.radius then
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if _dist <= _triggerZone.radius then
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return {inZone = true,limit = _zoneDetails[3],index=_i}
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local _heliCoalition = _heli:getCoalition()
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if _zoneDetails[4] == 1 and _zoneDetails[5] == _heliCoalition then
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return {inZone = true,limit = _zoneDetails[3],index=_i}
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end
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end
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end
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end
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end
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end
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end
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@@ -3251,7 +3334,7 @@ function ctld.refreshSmoke()
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local _triggerZone = trigger.misc.getZone(_zoneDetails[1])
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local _triggerZone = trigger.misc.getZone(_zoneDetails[1])
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if _triggerZone ~= nil and _zoneDetails[2] >= 0 then
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if _triggerZone ~= nil and _zoneDetails[2] >= 0 and _zoneDetails[4] == 1 then
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-- Trigger smoke markers
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-- Trigger smoke markers
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@@ -4416,27 +4499,33 @@ for _, _zone in pairs(ctld.pickupZones) do
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local _zoneName = _zone[1]
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local _zoneName = _zone[1]
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local _zoneColor = _zone[2]
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local _zoneColor = _zone[2]
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local _zoneActive = _zone[4]
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if _zoneColor == "green" then
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if _zoneColor == "green" then
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_zone[2] = trigger.smokeColor.Green
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_zone[2] = trigger.smokeColor.Green
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elseif _zoneColor == "red" then
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elseif _zoneColor == "red" then
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_zone[2] = trigger.smokeColor.Red
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_zone[2] = trigger.smokeColor.Red
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elseif _zoneColor == "white" then
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elseif _zoneColor == "white" then
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_zone[2] = trigger.smokeColor.White
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_zone[2] = trigger.smokeColor.White
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elseif _zoneColor == "orange" then
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elseif _zoneColor == "orange" then
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_zone[2] = trigger.smokeColor.Orange
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_zone[2] = trigger.smokeColor.Orange
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elseif _zoneColor == "blue" then
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elseif _zoneColor == "blue" then
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_zone[2] = trigger.smokeColor.Blue
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_zone[2] = trigger.smokeColor.Blue
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else
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else
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_zone[2] = -1 -- no smoke colour
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_zone[2] = -1 -- no smoke colour
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end
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end
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-- add in counter for troops or units
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-- add in counter for troops or units
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if _zone[3] == nil then
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if _zone[3] == -1 then
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_zone[3] = 10000;
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_zone[3] = 10000;
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end
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end
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-- change active to 1 / 0
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if _zoneActive == "yes" then
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_zone[4] = 1
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else
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_zone[4] = 0
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end
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end
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end
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