internal void UpdateTargetClusteringVariables()
{
//normal clustering
if (SettingCluster.ClusterSettingsTag.EnableClusteringTargetLogic &&
(FunkyGame.Hero.dCurrentHealthPct > SettingCluster.ClusterSettingsTag.IgnoreClusterLowHPValue))
{
if (FunkyGame.Targeting.Cache.Environment.UnitRAGUIDs.Count >= SettingCluster.ClusterSettingsTag.ClusterMinimumUnitCount)
{
if (TargetClusterCollection.ShouldUpdateClusters)
TargetClusterCollection.UpdateClusters();
}
else
TargetClusterCollection.RefreshClusters();
List<CacheUnit> units = TargetClusterCollection.RetrieveAllUnits();
if (units.Count > 0)
ValidClusterUnits = units.Select(u => u.RAGUID).ToList();
}
}