internal void call_staff(int id1, int id2, Maybe <Vector2> target_loc = default(Maybe <Vector2>)) { Game_Unit attacker = Global.game_map.units[id1]; if (attacker.actor.weapon.Hits_All_in_Range()) { var targets = attacker.units_in_staff_range(attacker.actor.weapon); call_staff(id1, targets, target_loc); } else { CombatState.staff_calling = true; //Yeti // Is Staff_User_Id even necessary anymore //Yeti Global.game_system.Staff_User_Id = Global.game_system.Battler_1_Id = id1; Global.game_system.Staff_Target_Id = Global.game_system.Battler_2_Id = id2; if (target_loc.IsSomething) { Global.game_system.Staff_Target_Loc = target_loc; } } }