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native UnitDamagePoint takes unit whichUnit, real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean
unit whichUnit - Unit to deal the damage. For example, GetTriggerUnit(), which is (Triggering Unit) in GUI.
real delay - I'm not 100% on this, but I think it is just for if you want to delay the damage by a few seconds. Usually you will just put in 0
real radius - The radius of the area you want to damage. From the center point, the radius will extend out and make the function cover a particular circular area.
real x - The x-coordinate of the area you want to damage. (the x-coordinate of the center area)
real y - The y-coordinate of the area you want to damage. (the y-coordinate of the center area)
real amount - The amount of damage to deal.
boolean attack - iirc it will fire the attack event, but I could be wrong. Usually you will have it as true.
boolean ranged - probably just for some internal game damage handling or something, usually just set it to false
That will have the triggering unit damage a point with 0 delay, a radius of 500, around his own x/y coordinates, for 300 damage. It will have a normal attack/damage type, and it will make no sound (that weaponType makes no noise, you can also just input null)
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