/// <summary> /// Function is called when a <see cref="GameObject" /> gets an integer property change and is called by an event. /// </summary> /// <param name="sender">GameObject</param> /// <param name="args">Integer Property Change Data</param> private static void GameObject_OnIntegerPropertyChange(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { if (!args.Property.Equals("ActionState") || !(sender is Obj_AI_Hero)) { return; } var oldState = (GameObjectCharacterState)args.OldValue; var newState = (GameObjectCharacterState)args.NewValue; if (!oldState.HasFlag(GameObjectCharacterState.IsStealth) && newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth( new OnStealthEventArgs { Sender = (Obj_AI_Hero)sender, Time = Game.Time, IsStealthed = true }); } else if (oldState.HasFlag(GameObjectCharacterState.IsStealth) && !newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = (Obj_AI_Hero)sender, IsStealthed = false }); } }
/// <summary> /// Function is called when a <see cref="GameObject" /> gets an integer property change and is called by an event. /// </summary> /// <param name="sender"> /// GameObject sender /// </param> /// <param name="args"> /// Integer Property Change Data /// </param> private static void EventStealth(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { var hero = sender as AIHeroClient; if (hero == null || !args.Property.Equals("ActionState")) { return; } var oldState = (GameObjectCharacterState)args.Value; var newState = (GameObjectCharacterState)args.Value; if (!oldState.HasFlag(GameObjectCharacterState.IsStealth) && newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = hero, Time = Game.Time, IsStealthed = true }); } else if (oldState.HasFlag(GameObjectCharacterState.IsStealth) && !newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = hero, IsStealthed = false }); } }
/// <summary> /// Fired when an integral property is changed in a GameObject. /// </summary> /// <param name="sender">The sender.</param> /// <param name="args">The <see cref="GameObjectIntegerPropertyChangeEventArgs" /> instance containing the event data.</param> private void GameObject_OnIntegerPropertyChange( GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { if (!(sender is Obj_AI_Hero) || args.Property != "ActionState" || !this.Menu.Item("AntiStealthActive").IsActive()) { return; } var hero = (Obj_AI_Hero)sender; if (hero.IsAlly) { return; } if (((GameObjectCharacterState)args.OldValue).HasFlag(GameObjectCharacterState.IsStealth) || !((GameObjectCharacterState)args.NewValue).HasFlag(GameObjectCharacterState.IsStealth)) { return; } var item = this.Items.Select(x => x.Item).FirstOrDefault(x => x.IsInRange(hero) && x.IsReady()); if (item != null) { item.Cast(hero.Position.Randomize(10, 300)); } }
private void GameObject_OnIntegerPropertyChange(GameObject obj, GameObjectIntegerPropertyChangeEventArgs args) { if (obj.IsMe) { if (args.Property != "mExp" && args.Property != "mGold" && args.Property != "mGoldTotal") { ConsolePrinter.Print("Int" + args.Property + ": " + args.NewValue); } } }
private static void GameObject_OnIntegerPropertyChange(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { var hero = sender as AIHeroClient; var pinkWard = new Item(ItemId.Vision_Ward); if (hero != null && hero.IsEnemy && pinkWard.IsOwned() && pinkWard.IsReady() && (GameObjectCharacterState)args.Value == GameObjectCharacterState.IsStealth) { pinkWard.Cast(hero.Position); } }
/// <summary> /// Function is called when a <see cref="GameObject" /> gets an integer property change and is called by an event. /// </summary> /// <param name="sender">GameObject</param> /// <param name="args">Integer Property Change Data</param> private static void GameObject_OnIntegerPropertyChange(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { if (!args.Property.Equals("ActionState") || !(sender is AIHeroClient)) { return; } var newState = (GameObjectCharacterState)args.Value; if (newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth( new OnStealthEventArgs { Sender = (AIHeroClient)sender, Time = Game.Time, IsStealthed = true }); } else if (!newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = (AIHeroClient)sender, IsStealthed = false }); } }
/// <summary> /// Function is called when a <see cref="GameObject" /> gets an integer property change and is called by an event. /// </summary> /// <param name="sender"> /// GameObject sender /// </param> /// <param name="args"> /// Integer Property Change Data /// </param> private static void EventStealth(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { var hero = sender as Obj_AI_Hero; if (hero == null || !args.Property.Equals("ActionState")) { return; } var oldState = (GameObjectCharacterState)args.OldValue; var newState = (GameObjectCharacterState)args.NewValue; if (!oldState.HasFlag(GameObjectCharacterState.IsStealth) && newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = hero, Time = Game.Time, IsStealthed = true }); } else if (oldState.HasFlag(GameObjectCharacterState.IsStealth) && !newState.HasFlag(GameObjectCharacterState.IsStealth)) { FireOnStealth(new OnStealthEventArgs { Sender = hero, IsStealthed = false }); } }
/// <summary> /// On integer property change event. /// </summary> /// <param name="sender"> /// The sender. /// </param> /// <param name="args"> /// The args. /// </param> private static void OnIntegerPropertyChange(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { EventStealth(sender, args); }
private void GameObject_OnIntegerPropertyChange(GameObject obj, GameObjectIntegerPropertyChangeEventArgs args) { if (obj.IsMe) { if (args.Property != "mExp" && args.Property != "mGold" && args.Property != "mGoldTotal") { ConsolePrinter.Print("Int" + args.Property + ": " + args.NewValue); } } }
/// <summary> /// On integer property change event. /// </summary> /// <param name="sender"> /// The sender. /// </param> /// <param name="args"> /// The args. /// </param> private static void OnIntegerPropertyChange(GameObject sender, GameObjectIntegerPropertyChangeEventArgs args) { EventStealth(sender, args); }