Beispiel #1
0
        private static float traveltime(this Obj_AI_Base target)
        {
            var hero     = Player.Instance.Hero;
            var pos      = target.Fountain();
            var distance = Player.Instance.Distance(pos);
            var speed    = R.Speed;

            if (hero == Champion.Lux || hero == Champion.Karthus || hero == Champion.Pantheon || hero == Champion.Gangplank)
            {
                return(R.CastDelay);
            }

            return(((distance / speed) * 1000f) + R.CastDelay);
        }
Beispiel #2
0
        public static float traveltime(this Obj_AI_Base target)
        {
            var hero     = Player.Instance.Hero;
            var pos      = target.Fountain();
            var distance = Player.Instance.Distance(pos);
            var speed    = R.Speed;
            var delay    = CastDelay(baseMenu["ping"].Cast <CheckBox>().CurrentValue);

            switch (hero)
            {
            case Champion.Lux:
            case Champion.Karthus:
            case Champion.Pantheon:
            case Champion.Gangplank:
                return(delay);
            }

            return(distance / speed * 1000f);
        }
Beispiel #3
0
        private static bool Collison(this Obj_AI_Base target)
        {
            var col       = baseMenu["col"].Cast <CheckBox>().CurrentValue;
            var Rectangle = new Geometry.Polygon.Rectangle(Player.Instance.ServerPosition, target.Fountain(), R.Width);

            return(col && EntityManager.Heroes.Enemies.Count(e => Rectangle.IsInside(e) && e.IsValidTarget()) > R.AllowedCollisionCount);
        }