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

            // Initialize classes
            SpellManager.Initialize();
            Config.Initialize();
            SoulBoundSaver.Initialize();

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

            // Enable E damage indicators
            CustomDamageIndicator.Initialize(Damages.GetRendDamage);

            // Listen to additional events
            Game.OnGameUpdate              += Game_OnGameUpdate;
            Spellbook.OnCastSpell          += Spellbook_OnCastSpell;
            Drawing.OnDraw                 += Drawing_OnDraw;
            Obj_AI_Base.OnProcessSpellCast += Obj_AI_Base_OnProcessSpellCast;
            CustomEvents.Unit.OnDash       += Unit_OnDash;
            Orbwalking.AfterAttack         += ActiveModes.Orbwalking_AfterAttack;
            Orbwalking.OnNonKillableMinion += Orbwalking_OnNonKillableMinion;
        }
Beispiel #2
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        internal static void Game_OnGameLoad(EventArgs args)
        {
            // Validate Champion
            if (player.ChampionName != CHAMP_NAME)
            {
                return;
            }

            // Initialize spells
            Q = new Spell(SpellSlot.Q, 1150);
            W = new Spell(SpellSlot.W, 5000);
            E = new Spell(SpellSlot.E, 1000);
            R = new Spell(SpellSlot.R, 1500);

            // Finetune spells
            Q.SetSkillshot(0.25f, 40, 1200, true, SkillshotType.SkillshotLine);

            // Setup menu
            SetuptMenu();

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

            // Enable E damage indicators
            CustomDamageIndicator.Initialize(GetEDamage);

            // Register additional events
            Game.OnGameUpdate += Game_OnGameUpdate;
            Drawing.OnDraw    += Drawing_OnDraw;
            Obj_AI_Hero.OnProcessSpellCast += Obj_AI_Hero_OnProcessSpellCast;
            CustomEvents.Unit.OnDash       += Unit_OnDash;
            Game.OnGameSendPacket          += Game_OnGameSendPacket;
            //Game.OnGameProcessPacket += Game_OnGameProcessPacket;
        }