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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