rename WRange to WDist
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@@ -107,8 +107,8 @@ namespace OpenRA.Mods.RA.Graphics
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var renderables = new List<IFinalizedRenderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p2 = from + (2 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p1 = from + (1 / 3f) * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p2 = from + (2 / 3f) * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, p2, s, out p2, pal));
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@@ -116,7 +116,7 @@ namespace OpenRA.Mods.RA.Graphics
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}
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else
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{
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var p1 = from + (1 / 2f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p1 = from + (1 / 2f) * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, to, s, out z, pal));
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