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@ -12,6 +12,9 @@
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- scr_airstrike_mutate_fix <bool>
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0 - (default) fixes a bug where calling in airstrikes too fast will cause them to mutate types
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- scr_airstrike_teamChangeFix <bool>
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false - (default) if should prevent players from doing damage when changing teams and airstriking
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*/
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#include maps\mp\_utility;
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@ -45,9 +48,11 @@ init()
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setDvarIfUninitialized( "scr_harrier_duration", 45 );
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setDvarIfUninitialized( "scr_harrier_fast", false );
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setDvarIfUninitialized( "scr_airstrike_mutate_fix", false );
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setDvarIfUninitialized( "scr_airstrike_teamChangeFix", false );
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level.harrierDuration = getDvarInt( "scr_harrier_duration" );
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level.harrier_fast = getDvarInt( "scr_harrier_fast" );
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level.airstrike_mutate_fix = getDvarInt( "scr_airstrike_mutate_fix" );
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level.airstrike_teamChangeFix = getDvarInt( "scr_airstrike_teamChangeFix" );
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level.onfirefx = loadfx ("fire/fire_smoke_trail_L");
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@ -235,7 +240,7 @@ doAirstrike( lifeId, origin, yaw, owner, team, airStrikeType )
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level.artilleryDangerCenters[ level.artilleryDangerCenters.size ] = dangerCenter;
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/# level thread debugArtilleryDangerCenters( airstrikeType ); #/
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harrierEnt = self callStrike( lifeId, owner, targetpos, yaw, airstrikeType );
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harrierEnt = self callStrike( lifeId, owner, targetpos, yaw, airstrikeType, team );
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wait( 1.0 );
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level.airstrikeInProgress = undefined;
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@ -400,8 +405,14 @@ pointIsInAirstrikeArea( point, targetpos, yaw, airstrikeType )
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}
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losRadiusDamage( pos, radius, max, min, owner, eInflictor, sWeapon )
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losRadiusDamage( pos, radius, max, min, owner, eInflictor, sWeapon, team )
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{
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if (level.airstrike_teamChangeFix && level.teambased && isDefined(team))
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{
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if (!isDefined(owner) || owner.team != team)
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return;
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}
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ents = maps\mp\gametypes\_weapons::getDamageableEnts(pos, radius, true);
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glassRadiusDamage( pos, radius, max, min );
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@ -547,7 +558,7 @@ traceBomb()
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#/
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doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, airStrikeType )
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doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, airStrikeType, team )
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{
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// plane spawning randomness = up to 125 units, biased towards 0
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// radius of bomb damage is 512
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@ -575,7 +586,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
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thread stealthBomber_killCam( plane, pathEnd, flyTime, airStrikeType );
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thread bomberDropBombs( plane, bombsite, owner );
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thread bomberDropBombs( plane, bombsite, owner, team );
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// Delete the plane after its flyby
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wait ( flyTime );
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@ -584,7 +595,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
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}
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bomberDropBombs( plane, bombSite, owner )
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bomberDropBombs( plane, bombSite, owner, team )
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{
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while ( !targetIsClose( plane, bombsite, 5000 ) )
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wait ( 0.05 );
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@ -609,7 +620,7 @@ bomberDropBombs( plane, bombSite, owner )
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showFx = !showFx;
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if ( dist < 4500 )
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plane thread callStrike_bomb( plane.origin, owner, (0,0,0), showFx );
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plane thread callStrike_bomb( plane.origin, owner, (0,0,0), showFx, team );
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wait ( 0.1 );
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}
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@ -650,7 +661,7 @@ stealthBomber_killCam( plane, pathEnd, flyTime, typeOfStrike )
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}
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callStrike_bomb( coord, owner, offset, showFx )
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callStrike_bomb( coord, owner, offset, showFx, team )
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{
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if ( !isDefined( owner ) || owner isEMPed() )
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{
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@ -689,11 +700,11 @@ callStrike_bomb( coord, owner, offset, showFx )
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thread playSoundInSpace( "exp_airstrike_bomb", bombPoint );
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radiusArtilleryShellshock( bombPoint, 512, 8, 4, owner.team );
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losRadiusDamage( bombPoint + (0,0,16), 896, 300, 50, owner, self, "stealth_bomb_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage
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losRadiusDamage( bombPoint + (0,0,16), 896, 300, 50, owner, self, "stealth_bomb_mp", team ); // targetpos, radius, maxdamage, mindamage, player causing damage
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}
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doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, typeOfStrike )
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doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, typeOfStrike, team )
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{
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// plane spawning randomness = up to 125 units, biased towards 0
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// radius of bomb damage is 512
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@ -739,7 +750,7 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
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#/
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//thread callStrike_planeSound( plane, bombsite );
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thread callStrike_bombEffect( plane, pathEnd, flyTime, bombTime - 1.0, owner, requiredDeathCount, typeOfStrike );
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thread callStrike_bombEffect( plane, pathEnd, flyTime, bombTime - 1.0, owner, requiredDeathCount, typeOfStrike, team );
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// Delete the plane after its flyby
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wait flyTime;
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@ -747,7 +758,7 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
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plane delete();
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}
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callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike )
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callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike, team )
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{
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wait ( launchTime );
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@ -829,7 +840,7 @@ callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeath
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thread airstrikeLine( bombOrigin, traceHit, (1,0,0), 40 );
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#/
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thread losRadiusDamage( traceHit + (0,0,16), 512, 200, 30, owner, bomb, "artillery_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage, entity that player used to cause damage
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thread losRadiusDamage( traceHit + (0,0,16), 512, 200, 30, owner, bomb, "artillery_mp", team ); // targetpos, radius, maxdamage, mindamage, player causing damage, entity that player used to cause damage
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if ( i%3 == 0 )
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{
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@ -882,7 +893,7 @@ playPlaneFx()
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playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
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}
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callStrike( lifeId, owner, coord, yaw, airStrikeType )
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callStrike( lifeId, owner, coord, yaw, airStrikeType, team )
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{
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if (!isDefined(airStrikeType))
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airStrikeType = self.airStrikeType;
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@ -972,15 +983,19 @@ callStrike( lifeId, owner, coord, yaw, airStrikeType )
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if ( airStrikeType == "harrier" )
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{
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, airStrikeType, team );
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wait randomfloatrange( 1.5, 2.5 );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType, team );
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wait randomfloatrange( 1.5, 2.5 );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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harrier = beginHarrier( lifeId, startPoint, coord );
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harrier = beginHarrier( lifeId, startPoint, coord, team );
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if (!isDefined(harrier))
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return;
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owner thread defendLocation( harrier );
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return harrier;
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@ -989,25 +1004,25 @@ callStrike( lifeId, owner, coord, yaw, airStrikeType )
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}
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else if ( airStrikeType == "stealth" )
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{
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level thread doBomberStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(1000)), endPoint+(0,0,randomInt(1000)), bombTime, flyTime, direction, airStrikeType );
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level thread doBomberStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(1000)), endPoint+(0,0,randomInt(1000)), bombTime, flyTime, direction, airStrikeType, team );
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}
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else //common airstrike
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{
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, airStrikeType, team );
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wait randomfloatrange( 1.5, 2.5 );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType, team );
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wait randomfloatrange( 1.5, 2.5 );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType, team );
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if ( airStrikeType == "super" )
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{
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wait randomfloatrange( 2.5, 3.5 );
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maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType );
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level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, airStrikeType, team );
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}
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}
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}
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