private static void FlushEffectForDyingUnits()
{
if (!Utils.SleepCheck("FlushCheck.Fully")) return;
Utils.Sleep(500, "FlushCheck.Fully");
ParticleEffect effect;
uint handle;
foreach (var me in Objects.Necronomicon.GetFullyNecronomicons(_mainHero).Where(x => !x.IsAlive).ToList())
{
handle = me.Handle;
if (!Effects.TryGetValue(handle, out effect)) continue;
effect.Dispose();
Effects.Remove(handle);
}
foreach (var me in Objects.Tempest.GetFullyCloneList(_mainHero).Where(x => !x.IsAlive).ToList())
{
handle = me.Handle;
if (!Effects.TryGetValue(handle, out effect)) continue;
effect.Dispose();
Effects.Remove(handle);
}
}