rename WRange to WDist
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.AI
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owner.TargetActor = t;
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}
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WRange.FromCells(10))
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(10))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Any())
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@@ -83,7 +83,7 @@ namespace OpenRA.Mods.Common.AI
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var leader = owner.Units.ClosestTo(owner.TargetActor.CenterPosition);
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if (leader == null)
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return;
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.Units.Count) / 3)
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var ownUnits = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Units.Count) / 3)
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.Where(a => a.Owner == owner.Units.FirstOrDefault().Owner && owner.Units.Contains(a)).ToHashSet();
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if (ownUnits.Count < owner.Units.Count)
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{
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.Common.AI
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}
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else
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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.Where(a1 => !a1.Disposed && !a1.IsDead);
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var enemynearby = enemies.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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