1. var candidate0RangeSquared = EFFECT_RADIUS * EFFECT_RADIUS
  2. var candidate1RangeSquared = EFFECT_RADIUS * EFFECT_RADIUS
  3. forUnitsInRange( targetPos, radius, ( unit iter ) - > begin
  4. if iter.isEnemy( casterOwner ) and iter.isAlive() and not iter == target
  5. let rangeSquared = vec2( iter.getX(), iter.getY()) .distToVecSquared( targetPos )
  6. if candidate0 == null or ( candidate0RangeSquared > rangeSquared )
  7. candidate1 = candidate0
  8. candidate1RangeSquared = candidate0RangeSquared
  9. candidate0 = iter
  10. candidate0RangeSquared = rangeSquared
  11. else if candidate1 == null or ( candidate1RangeSquared > rangeSquared )
  12. candidate1 = iter
  13. candidate1RangeSquared = rangeSquared

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