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var candidate0RangeSquared
=
EFFECT_RADIUS
*
EFFECT_RADIUS
var candidate1RangeSquared
=
EFFECT_RADIUS
*
EFFECT_RADIUS
forUnitsInRange
(
targetPos
,
radius
,
(
unit
iter
)
-
> begin
if
iter.isEnemy
(
casterOwner
)
and
iter.isAlive
(
)
and
not
iter
=
=
target
let rangeSquared
=
vec2
(
iter.getX
(
)
,
iter.getY
(
)
)
.distToVecSquared
(
targetPos
)
if
candidate0
=
=
null
or
(
candidate0RangeSquared > rangeSquared
)
candidate1
=
candidate0
candidate1RangeSquared
=
candidate0RangeSquared
candidate0
=
iter
candidate0RangeSquared
=
rangeSquared
else
if
candidate1
=
=
null
or
(
candidate1RangeSquared > rangeSquared
)
candidate1
=
iter
candidate1RangeSquared
=
rangeSquared
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var candidate0RangeSquared = EFFECT_RADIUS * EFFECT_RADIUS var candidate1RangeSquared = EFFECT_RADIUS * EFFECT_RADIUS forUnitsInRange( targetPos, radius, ( unit iter ) - > begin if iter.isEnemy( casterOwner ) and iter.isAlive() and not iter == target let rangeSquared = vec2( iter.getX(), iter.getY()) .distToVecSquared( targetPos ) if candidate0 == null or ( candidate0RangeSquared > rangeSquared ) candidate1 = candidate0 candidate1RangeSquared = candidate0RangeSquared candidate0 = iter candidate0RangeSquared = rangeSquared else if candidate1 == null or ( candidate1RangeSquared > rangeSquared ) candidate1 = iter candidate1RangeSquared = rangeSquared