@@ -1313,7 +1313,7 @@ function DecisionDay:UpdateAIInternalReinforcements(forceInstantSpawning)
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if coroutine.status (internalReinforcementPositionsCalculationCoroutine ) == " dead" then
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table.remove (self .aiData .internalReinforcementPositionsCalculationCoroutines , index );
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- local numberOfReinforcementsCreated , remainingReinforcementFunds = self :CreateInternalReinforcements (" CQB" , maxNumberOfInternalReinforcementsToCreate - self .aiData .numberOfInternalReinforcementsCreated , internalReinforcementPositionsToEnemyTargets , maxFundsForInternalReinforcements );
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+ local numberOfReinforcementsCreated , remainingReinforcementFunds = self :CreateInternalReinforcements (" CQB" , internalReinforcementPositionsToEnemyTargets , maxNumberOfInternalReinforcementsToCreate - self .aiData .numberOfInternalReinforcementsCreated , maxFundsForInternalReinforcements );
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self .aiData .numberOfInternalReinforcementsCreated = self .aiData .numberOfInternalReinforcementsCreated + numberOfReinforcementsCreated ;
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maxFundsForInternalReinforcements = remainingReinforcementFunds ;
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@@ -1398,7 +1398,7 @@ function DecisionDay:UpdateAIDecisions()
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end
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end
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end
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- self :CreateInternalReinforcements (" CQB" , - 1 , internalReinforcementPositionsToEnemyTargets );
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+ self :CreateInternalReinforcements (" CQB" , internalReinforcementPositionsToEnemyTargets );
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end
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bunkerRegionData .aiRegionDefenseTimer :Reset ();
@@ -1823,7 +1823,7 @@ function DecisionDay:UpdateBrainDefenderSpawning()
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break ;
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end
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end
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- self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining - self :CreateInternalReinforcements (infantryType , - 1 , internalReinforcementPositionsToEnemyTargets );
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+ self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining - self :CreateInternalReinforcements (infantryType , internalReinforcementPositionsToEnemyTargets );
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print (" Spawned brain defenders, available defender count is now " .. tostring (self .aiData .brainDefendersRemaining ));
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infantryType = " Heavy" ;
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if self .aiData .brainDefendersRemaining <= 0 then
@@ -1878,7 +1878,7 @@ function DecisionDay:UpdateActivity()
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end
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if self .currentStage >= self .stages .attackFrontBunker then
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- -- self:UpdateAIDecisions();
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+ self :UpdateAIDecisions ();
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end
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if self .currentStage >= self .stages .deployBrain then
@@ -2058,13 +2058,16 @@ function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunke
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return internalReinforcementPositionsToEnemyTargets , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements ;
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end
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- function DecisionDay :CreateInternalReinforcements (loadout , maxNumberOfInternalReinforcementsToCreate , internalReinforcementPositionsToEnemyTargets , maxFundsForInternalReinforcements )
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+ function DecisionDay :CreateInternalReinforcements (loadout , internalReinforcementPositionsToEnemyTargets , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements )
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if loadout == " Any" then
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loadout = nil ;
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end
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- if maxNumberOfInternalReinforcementsToCreate == - 1 then
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+ if maxNumberOfInternalReinforcementsToCreate == nil then
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maxNumberOfInternalReinforcementsToCreate = 999 ;
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end
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+ if maxFundsForInternalReinforcements == nil then
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+ maxFundsForInternalReinforcements = 999999 ;
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+ end
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if maxFundsForInternalReinforcements <= 0 then
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return {}, maxFundsForInternalReinforcements ;
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end
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