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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