rename WRange to WDist in the Lua API
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@@ -284,7 +284,7 @@ InitTriggers = function()
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USSRTruk.Move(BaseCameraWaypoint.Location)
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end
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end)
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Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WRange.New(7 * 1024), function(a, id)
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Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WDist.New(7 * 1024), function(a, id)
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if a.Type == "truk" and not baseCamera then
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Trigger.RemoveProximityTrigger(id)
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baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
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@@ -391,7 +391,7 @@ InitTriggers = function()
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end)
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local tanksLeft = 0
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Trigger.OnExitedProximityTrigger(ProvingGroundsCameraPoint.CenterPosition, WRange.New(10 * 1024), function(a, id)
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Trigger.OnExitedProximityTrigger(ProvingGroundsCameraPoint.CenterPosition, WDist.New(10 * 1024), function(a, id)
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if a.Type == "5tnk" then
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tanksLeft = tanksLeft + 1
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if tanksLeft == 3 then
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@@ -240,7 +240,7 @@ WorldLoaded = function()
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end)
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end)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WRange.New(4 * 1024), function(unit, id)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
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if unit.Owner == player and Radar.Owner == player then
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Trigger.RemoveProximityTrigger(id)
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@@ -243,8 +243,8 @@ SetupBridges = function()
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Media.DisplayMessage("Commander! The Soviets destroyed the bridges to disable our reinforcements. Repair them for additional reinforcements.", "Incoming Report")
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RepairBridges = allies.AddSecondaryObjective("Repair the two southern bridges.")
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local bridgeA = Map.ActorsInCircle(BrokenBridge1.CenterPosition, WRange.FromCells(1), function(self) return self.Type == "bridge1" end)
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local bridgeB = Map.ActorsInCircle(BrokenBridge2.CenterPosition, WRange.FromCells(1), function(self) return self.Type == "bridge1" end)
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local bridgeA = Map.ActorsInCircle(BrokenBridge1.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
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local bridgeB = Map.ActorsInCircle(BrokenBridge2.CenterPosition, WDist.FromCells(1), function(self) return self.Type == "bridge1" end)
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Utils.Do(bridgeA, function(bridge)
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Trigger.OnDamaged(bridge, function()
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