rename WRange to WDist
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@@ -485,7 +485,7 @@ namespace OpenRA.Mods.Common.AI
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return allEnemyUnits.ClosestTo(pos);
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}
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internal Actor FindClosestEnemy(WPos pos, WRange radius)
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internal Actor FindClosestEnemy(WPos pos, WDist radius)
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{
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var enemyUnits = World.FindActorsInCircle(pos, radius)
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.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy &&
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@@ -643,7 +643,7 @@ namespace OpenRA.Mods.Common.AI
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foreach (var b in allEnemyBaseBuilder)
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{
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var enemies = World.FindActorsInCircle(b.CenterPosition, WRange.FromCells(Info.RushAttackScanRadius))
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var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
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.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
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if (rushFuzzy.CanAttack(ownUnits, enemies))
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@@ -672,7 +672,7 @@ namespace OpenRA.Mods.Common.AI
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if (!protectSq.IsValid)
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{
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var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WRange.FromCells(Info.ProtectUnitScanRadius))
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var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
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.Where(unit => unit.Owner == Player && !unit.HasTrait<Building>()
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&& unit.HasTrait<AttackBase>());
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