private void rangeFunction(Node lookAt)
            {
                if (lookAt.isWalkable())
                {
                    // adds node to range pairs if not present already.
                    if (!nodesInRangeSet.Contains(lookAt))
                    {
                        nodesInRangeSet.Add(lookAt);
                        nodesInRange.Add(lookAt);
                    }

                    bool frendType = uRef.isEnemy();

                    // targets!
                    if (lookAt.Occupied && lookAt.Occupier.isEnemy() != frendType)
                    {
                        currentTargets.Add(new Node.NodePointer(shootingFrom, lookAt, Node.range(shootingFrom, lookAt)));
                    }

                    if (reverseNodesInRangeSetCost.ContainsKey(lookAt))
                    {
                        if (reverseNodesInRangeSetCost[lookAt] > shootingFrom.realCost)
                            reverseNodesInRangeSetCost[lookAt] = (int) shootingFrom.realCost;
                    }
                    else
                        reverseNodesInRangeSetCost.Add(lookAt, (int) (shootingFrom.realCost));
                }
            }
        /// <summary>
        /// Unlike closestMostValidNode; BFS does up to a full BFS
        /// to find the closest unocupied & walkable node to a given location.
        /// Only use when not wanting to take into account edge costs.
        /// If no nodes found that are valid, returns the start node.
        /// Uses Nodes directly instead of converting from Vector2.
        /// </summary>
        /// <param name="startLoc">The location to start looking from.</param>
        /// <returns>The first unocupied/valid walkable tile found. If no nodes found that are valid, returns the start node.</returns>
        private Node BFSUnoccupiedAndValid(Node startNode)
        {
            if (!startNode.Occupied && startNode.isWalkable())
                return startNode;

            initializePathfinding(true);
            
            Queue<Node> listOfNodes = new Queue<Node>();
            listOfNodes.Enqueue(startNode);

            // Can't use visited, as we're already using that hack in initializePathfinding...
            startNode.realCost = -1;

            while (listOfNodes.Count > 0)
            {
                Node found = listOfNodes.Dequeue();
                if (!found.Occupied && found.isWalkable())
                    return found;

                foreach (Edge e in found.getEdges())
                {
                    Node candidate = e.getNode();
                    if (candidate.realCost > 0)
                        listOfNodes.Enqueue(candidate);

                    // Can't use visited, as we're already using that hack in initializePathfinding...
                    candidate.realCost = -1;
                }
            }

            return startNode;
        }