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https://github.com/weyne85/DML.git
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Version 1.1.2
More persistence
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@@ -1,5 +1,5 @@
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dcsCommon = {}
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dcsCommon.version = "2.7.0"
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dcsCommon.version = "2.7.1"
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--[[-- VERSION HISTORY
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2.2.6 - compassPositionOfARelativeToB
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- clockPositionOfARelativeToB
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@@ -89,6 +89,9 @@ dcsCommon.version = "2.7.0"
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- new getSceneryObjectInZoneByName()
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2.7.0 - new synchGroupData()
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clone, topClone and copyArray now all nil-trap
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2.7.1 - new isPlayerUnit() -- moved from cfxPlayer
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new getAllExistingPlayerUnitsRaw - from cfxPlayer
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new typeIsInfantry()
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--]]--
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@@ -103,7 +106,8 @@ dcsCommon.version = "2.7.0"
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-- globals
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dcsCommon.cbID = 0 -- callback id for simple callback scheduling
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dcsCommon.troopCarriers = {"Mi-8MT", "UH-1H", "Mi-24P"} -- Ka-50 and Gazelle can't carry troops
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dcsCommon.coalitionSides = {0, 1, 2}
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-- verify that a module is loaded. obviously not required
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-- for dcsCommon, but all higher-order modules
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function dcsCommon.libCheck(testingFor, requiredLibs)
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@@ -2248,6 +2252,28 @@ function dcsCommon.isTroopCarrier(theUnit)
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return false
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end
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function dcsCommon.isPlayerUnit(theUnit)
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-- new patch. simply check if getPlayerName returns something
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if not theUnit then return false end
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if not theUnit.getPlayerName then return false end -- map/static object
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local pName = theUnit:getPlayerName()
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if pName then return true end
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return false
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end
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function dcsCommon.getAllExistingPlayerUnitsRaw()
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local apu = {}
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for idx, theSide in pairs(dcsCommon.coalitionSides) do
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local thePlayers = coalition.getPlayers(theSide)
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for idy, theUnit in pairs (thePlayers) do
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if theUnit and theUnit:isExist() then
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table.insert(apu, theUnit)
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end
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end
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end
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return apu
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end
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function dcsCommon.getUnitAlt(theUnit)
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if not theUnit then return 0 end
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if not theUnit:isExist() then return 0 end
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@@ -2335,10 +2361,7 @@ function dcsCommon.getUnitHeadingDegrees(theUnit)
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return heading * 57.2958 -- 180 / math.pi
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end
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function dcsCommon.unitIsInfantry(theUnit)
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if not theUnit then return false end
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if not theUnit:isExist() then return end
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local theType = theUnit:getTypeName()
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function dcsCommon.typeIsInfantry(theType)
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local isInfantry =
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dcsCommon.containsString(theType, "infantry", false) or
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dcsCommon.containsString(theType, "paratrooper", false) or
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@@ -2349,6 +2372,23 @@ function dcsCommon.unitIsInfantry(theUnit)
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return isInfantry
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end
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function dcsCommon.unitIsInfantry(theUnit)
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if not theUnit then return false end
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if not theUnit:isExist() then return end
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local theType = theUnit:getTypeName()
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--[[--
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local isInfantry =
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dcsCommon.containsString(theType, "infantry", false) or
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dcsCommon.containsString(theType, "paratrooper", false) or
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dcsCommon.containsString(theType, "stinger", false) or
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dcsCommon.containsString(theType, "manpad", false) or
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dcsCommon.containsString(theType, "soldier", false) or
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dcsCommon.containsString(theType, "SA-18 Igla", false)
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return isInfantry
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--]]--
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return dcsCommon.typeIsInfantry(theType)
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end
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function dcsCommon.coalition2county(inCoalition)
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-- simply return UN troops for 0 neutral,
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-- joint red for 1 red
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