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  • That's nice, but what if the unit is removed from the game suddenly? Maybe it doesn't matter, but maybe it does...
    JASS:
    private struct IsTarget extends array
        integer level
        private method AIDS_onDestroy takes nothing returns nothing
            set this.level=0
        endmethod
        //! runtextmacro AIDS()
    endstruct

    Using IsTarget[unit].level is the same as IsTarget[GetUnitId(unit)]. Since once a unit has left the game, getting the unit's id will hopefully return 0, this safety should work 100%. :p

    I'm not sure if AIDS throws an error when you try to get such an ID though, in debug mode. *Shrugs* not that it matters. :)
    >> I know I know, it sucks having the earlier versions.

    Anywho thanks for the information, I will do some stress testing later and see what I can find. (I think it has to do with removing the links at inappropriate times.)

    More like the 'invisible' units at the core.... :)
    I noticed you posted this in your code (TimedHandles thread)

    JASS:
    call KT_GetData().destroy() // Can you do this? :S Lol.


    Just incase you ever want to do it :p

    JASS:
    call structname(KT_GetData()).destroy() // would work
    Excuse me ,some questions about your Magnetic Field.
    If I want that spell to take effect on enemies ONLY, how should I do?
    I tried several times ,but just failed...
    please reply for me,thank you...
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