Beispiel #1
0
        private static void Player_OnIssueOrder(AIBaseClient sender, AIBaseClientIssueOrderEventArgs args)
        {
            if (!sender.IsMe)
            {
                return;
            }

            if (blockMove && args.Order != GameObjectOrder.AttackUnit)
            {
                args.Process = false;
            }
            if (blockAttack && args.Order == GameObjectOrder.AttackUnit)
            {
                args.Process = false;
            }
        }
 private static void Obj_AI_Base_OnIssueOrder(AIBaseClient sender, AIBaseClientIssueOrderEventArgs args)
 {
     if (!sender.IsMe)
     {
         return;
     }
     if (args.Order != GameObjectOrder.MoveTo)
     {
         return;
     }
     if (Environment.TickCount - LastMovement < 100)
     {
         args.Process        = false;
         MovementBlockCount += 1;
     }
     else
     {
         LastMovement = Environment.TickCount;
     }
 }
        private static void Obj_AI_Base_OnIssueOrder(AIBaseClient sender, AIBaseClientIssueOrderEventArgs args)
        {
            if (!sender.IsMe)
            {
                return;
            }
            if (args.Order != GameObjectOrder.AttackUnit)
            {
                return;
            }
            var limitTick = 1f / ObjectManager.Player.AttackDelay > 4.5f ? 6 : 5;

            if (Environment.TickCount - LastAutoAttack < 100)
            {
                args.Process      = false;
                AttackBlockCount += 1;
            }
            else
            {
                LastAutoAttack = Environment.TickCount;
            }
        }