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-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/Despawn_Spectator_Upgrades_U_Factory.lua
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-- Author: Galyana
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-- Updated: 6 February, 2026
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-- Note: Script assumes only 1 structure is ever present
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require("PGStateMachine")
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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Define_State("State_Init", State_Init);
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ServiceRate = 1.0
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spectator_player = nil
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team_1_upgrades_list =
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{
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"Spectator_T1_UL_Weapon_Boost_L1_Upgrade",
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"Spectator_T1_UL_Weapon_Boost_L2_Upgrade",
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"Spectator_T1_UL_Heavy_Shielding_L1_Upgrade",
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"Spectator_T1_UL_Heavy_Shielding_L2_Upgrade",
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"Spectator_T1_UL_Cloaking_Generator_L1_Upgrade",
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"Spectator_T1_UL_Cloaking_Generator_L2_Upgrade"
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}
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team_2_upgrades_list =
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{
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"Spectator_T2_UL_Weapon_Boost_L1_Upgrade",
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"Spectator_T2_UL_Weapon_Boost_L2_Upgrade",
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"Spectator_T2_UL_Heavy_Shielding_L1_Upgrade",
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"Spectator_T2_UL_Heavy_Shielding_L2_Upgrade",
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"Spectator_T2_UL_Cloaking_Generator_L1_Upgrade",
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"Spectator_T2_UL_Cloaking_Generator_L2_Upgrade"
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}
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end
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function State_Init(message)
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if message == OnEnter then
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spectator_player = Find_First_Object("Spectator_Reveal_Marker_Land")
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if not spectator_player then
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ScriptExit()
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end
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if Object.Get_Owner().Get_Team() == 0 then
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for i, upgrade_name in pairs(team_1_upgrades_list) do
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local upgrade = Find_First_Object(upgrade_name)
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if TestValid(upgrade) then
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upgrade.Despawn()
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end
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end
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else
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if Object.Get_Owner().Get_Team() == 1 then
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for i, upgrade_name in pairs(team_2_upgrades_list) do
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local upgrade = Find_First_Object(upgrade_name)
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if TestValid(upgrade) then
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upgrade.Despawn()
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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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