From 72be06fd7ff06d21c2527d405ec5e7fb39717d4f Mon Sep 17 00:00:00 2001 From: Ralph Sennhauser Date: Thu, 22 May 2025 17:46:15 +0200 Subject: [PATCH] Fix AttackEntityInZone after eslint 'no-shadow' Fix for 7b4cf11e25 Fixes: #7965 Signed-off-by: Ralph Sennhauser --- binaries/data/mods/public/simulation/components/UnitAI.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/binaries/data/mods/public/simulation/components/UnitAI.js b/binaries/data/mods/public/simulation/components/UnitAI.js index 60e8b09dde..e74e376828 100644 --- a/binaries/data/mods/public/simulation/components/UnitAI.js +++ b/binaries/data/mods/public/simulation/components/UnitAI.js @@ -5066,7 +5066,7 @@ UnitAI.prototype.AttackEntityInZone = function(ents) { var target = ents.find(entity => this.CanAttack(entity) && - this.CheckTargetDistanceFromHeldPosition(entity, IID_Attack, this.GetBestAttackAgainst(target, true)) && + this.CheckTargetDistanceFromHeldPosition(entity, IID_Attack, this.GetBestAttackAgainst(entity, true)) && (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(entity)) ); if (!target)