Dead soldiers aren't visible on the UI
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@@ -89,7 +89,7 @@ namespace DepthsBelow
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{
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var soldier = entities[index];
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if (!alreadyGrouped.Contains(soldier))
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if (!alreadyGrouped.Contains(soldier) && soldier.GetComponent<Component.Stat>().Life > 0)
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{
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var group = new List<Entity>();
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GetNearChain(ref group, soldier, maxRange);
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@@ -110,7 +110,7 @@ namespace DepthsBelow
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{
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var nearSoldier = entities[index];
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if (!group.Contains(nearSoldier))
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if (!group.Contains(nearSoldier) && nearSoldier.GetComponent<Component.Stat>().Life > 0)
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{
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float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
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entity.Transform.World + entity.Transform.World.Origin);
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@@ -548,6 +548,11 @@ namespace DepthsBelow
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foreach (var panicFrame in PanicFrames)
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panicFrame.Visible = false;
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foreach (var unitFrame in UnitFrames)
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{
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unitFrame.Visible = false;
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}
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GUI.Frame lastFrame = null;
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for (int index = 0; index < groups.Count; index++)
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{
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@@ -574,6 +579,7 @@ namespace DepthsBelow
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var frame = (GUI.Frame) soldier["unitFrame"];
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frame.X = lastFrame.X;
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frame.Y = lastFrame.Y + lastFrame.Height;
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frame.Visible = true;
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// Update HP
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var healthBarBg = (GUI.Frame)frame["healthBarBg"];
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