trying to fix problems with false attack alarms ...
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@ -1764,16 +1764,19 @@ bool UnitUpdater::unitOnRange(const Unit *unit, int range, Unit **rangedPtr,
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}
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//any enemy
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if(!result && (enemies.size() > 0)) {
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*rangedPtr= enemies.front();
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enemySeen=*rangedPtr;
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return true;
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for(int i = 0; i< enemies.size(); ++i) {
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if(enemies[i]->isAlive() == true ) {
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*rangedPtr= enemies[i];
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enemySeen=enemies[i];
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result=true;
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break;
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}
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}
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if(result)
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{
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if(world->getFrameCount()-lastWarnFrameCount>80) //after 100 frames attack break we warn again
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if(world->getFrameCount()-lastWarnFrameCount>10) //after 100 frames attack break we warn again
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{
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world->addAttackEffects(enemySeen);
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SoundRenderer::getInstance().playFx(CoreData::getInstance().getAttentionSound());
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