private static void AttackableUnit_OnEnterVisiblityClient(AttackableUnit sender, EventArgs args) { if (sender != null && sender.IsValid<Obj_AI_Hero>() && sender.IsEnemy && sender.DistanceToPlayer() < 1000) { UpdatePassiveList(); } }
private static void AttackableUnit_OnEnterVisiblityClient(AttackableUnit sender, EventArgs args) { if (sender != null && sender.IsValid <AIHeroClient>() && sender.IsEnemy && sender.DistanceToPlayer() < 1000) { UpdatePassiveList(); } }