Indentation to space in random_battlegroups
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@ -4,19 +4,19 @@ sleep ( 900 / GRLIB_csat_aggressivity );
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while { GRLIB_csat_aggressivity > 0.9 && GRLIB_endgame == 0 } do {
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_sleeptime = (2100 + (random 2100)) / (([] call F_adaptiveOpforFactor) * GRLIB_csat_aggressivity);
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_sleeptime = (2100 + (random 2100)) / (([] call F_adaptiveOpforFactor) * GRLIB_csat_aggressivity);
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if ( combat_readiness >= 80 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 90 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 95 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 80 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 90 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 95 ) then { _sleeptime = _sleeptime * 0.75 };
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sleep _sleeptime;
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sleep _sleeptime;
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if ( !isNil "GRLIB_last_battlegroup_time" ) then {
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waitUntil { sleep 5; time > ( GRLIB_last_battlegroup_time + ( 2100 / GRLIB_csat_aggressivity ) ) };
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};
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if ( !isNil "GRLIB_last_battlegroup_time" ) then {
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waitUntil { sleep 5; time > ( GRLIB_last_battlegroup_time + ( 2100 / GRLIB_csat_aggressivity ) ) };
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};
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if ((count (allPlayers - entities "HeadlessClient_F") >= (10 / GRLIB_csat_aggressivity)) && ([] call F_opforCap < GRLIB_battlegroup_cap) && (combat_readiness >= 70) && (diag_fps > 15.0)) then {
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[] spawn spawn_battlegroup;
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};
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if ((count (allPlayers - entities "HeadlessClient_F") >= (10 / GRLIB_csat_aggressivity)) && ([] call F_opforCap < GRLIB_battlegroup_cap) && (combat_readiness >= 70) && (diag_fps > 15.0)) then {
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[] spawn spawn_battlegroup;
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};
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};
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