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void
a
(
)
{
fixed distance;
// local variable *distance* of type *real*
// .... your existing code
while
(
1
)
{
// Repeat forever actiion
Wait
(
0.0625
, c_timeGame
)
;
// << General - Wait Tick Period Game Time seconds
distance =
// Set variable *distance*
DistanceBetweenPoints
(
// Distance Between Points
UnitGetPosition
(
// Position of unit
EventUnit
(
)
// Triggering Unit
)
,
UnitGetPosition
(
// Position of unit
secretBane
// saved variable of type *unit* - *secretbane*
)
)
;
if
(
distance <=
1.0
)
{
// Action if; condition - obvious
// sfi Reward Player Unlock Reward((Owner of (Picked unit)), Glaze - Flash) Trigger - Stop all instances of (Current trigger) Trigger - Turn (Current trigger) Off General - Break
}
}
}
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void a() { fixed distance; // local variable *distance* of type *real* // .... your existing code while (1) { // Repeat forever actiion Wait(0.0625, c_timeGame); // << General - Wait Tick Period Game Time seconds distance = // Set variable *distance* DistanceBetweenPoints( // Distance Between Points UnitGetPosition( // Position of unit EventUnit() // Triggering Unit ), UnitGetPosition( // Position of unit secretBane // saved variable of type *unit* - *secretbane* ) ) ; if (distance <= 1.0) { // Action if; condition - obvious // sfi Reward Player Unlock Reward((Owner of (Picked unit)), Glaze - Flash) Trigger - Stop all instances of (Current trigger) Trigger - Turn (Current trigger) Off General - Break } } }