public override void OnFrame(SimulationState state, CombatUnit unit) { unit.Move(Target.Pos); if (unit.DistSq(Target) <= unit.Weapons[0].Range * unit.Weapons[0].Range) { Target.DealDamage(state, 8, true); if (unit.FramesUntilNextAttack == 0) { unit.Attack(state, unit.Weapons[0], Target, false); } ExpireFrame = -1; } }