public void UnitMenuStaff(Game_Unit unit, int targetId, Vector2 targetLoc) { Global.game_map.clear_move_range(); // Lock in unit movement unit.moved(); Global.game_state.call_staff( unit.id, targetId, targetLoc); Global.game_state.call_battle(unit.id, targetId); if (unit.actor.weapon.Hits_All_in_Range()) { foreach (int id in Global.game_system.Aoe_Targets) { if (Global.game_map.units.ContainsKey(id)) { // Adds to list of attacked units for this turn if (unit.is_attackable_team(Global.game_map.units[id])) { unit.add_attack_target(id); unit.same_target_support_gain_display(id); } else { unit.heal_support_gain_display(id); } } } } else { if (Global.game_map.units.ContainsKey(targetId)) { // Adds to list of attacked units for this turn if (unit.is_attackable_team(Global.game_map.units[targetId])) { unit.add_attack_target(targetId); unit.same_target_support_gain_display(targetId); } else { unit.heal_support_gain_display(targetId); } } } Global.game_temp.clear_temp_range(); Global.game_temp.menuing = false; close_unit_menu(true); }