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