private static void Game_OnGameLoad(EventArgs args)
        {
            // Validate champ
            if (player.ChampionName != CHAMP_NAME)
            {
                return;
            }

            // Initialize
            SpellQueue.Initialize();

            // Check if the player has ignite
            HasIgnite = player.GetSpellSlot("SummonerDot") != SpellSlot.Unknown;

            // Enable damage indicators
            Utility.HpBarDamageIndicator.DamageToUnit = Damages.GetTotalDamage;
            Utility.HpBarDamageIndicator.Enabled      = true;
            TextAxe = new Font(
                Drawing.Direct3DDevice,
                new FontDescription
            {
                FaceName        = "Segoe UI",
                Height          = 39,
                OutputPrecision = FontPrecision.Default,
                Quality         = FontQuality.ClearTypeNatural,
            });

            TextLittle = new Font(
                Drawing.Direct3DDevice,
                new FontDescription
            {
                FaceName        = "Segoe UI",
                Height          = 15,
                OutputPrecision = FontPrecision.Default,
                Quality         = FontQuality.ClearTypeNatural,
            });

            // Listen to some events
            Game.OnUpdate       += Game_OnGameUpdate;
            GameObject.OnCreate += GameObject_OnCreate;
            GameObject.OnDelete += GameObject_OnDelete;

            Drawing.OnDraw         += Drawing_OnDraw;
            Orbwalking.AfterAttack += ActiveModes.Orbwalking_AfterAttack;
        }
Beispiel #2
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        private static void Game_OnGameLoad(EventArgs args)
        {
            // Validate champ
            if (player.ChampionName != CHAMP_NAME)
            {
                return;
            }

            // Initialize
            SpellQueue.Initialize();

            // Check if the player has ignite
            HasIgnite = player.GetSpellSlot("SummonerDot") != SpellSlot.Unknown;

            // Enable damage indicators
            Utility.HpBarDamageIndicator.DamageToUnit = Damages.GetTotalDamage;
            Utility.HpBarDamageIndicator.Enabled      = true;

            // Listen to some events
            Game.OnUpdate          += Game_OnGameUpdate;
            Drawing.OnDraw         += Drawing_OnDraw;
            Orbwalking.AfterAttack += ActiveModes.Orbwalking_AfterAttack;
        }