Ejemplo n.º 1
0
        private static void BaseUltCalcs(Recall recall)
        {
            var finishedRecall = recall.Started + recall.Duration;
            var spellData      = BaseUltSpells.Find(h => h.Name == Player.Instance.ChampionName);
            var timeNeeded     = GetBaseUltTravelTime(spellData.Delay, spellData.Speed);
            var fireTime       = finishedRecall - timeNeeded;
            var spellDmg       = GetBaseUltSpellDamage(spellData, recall.Unit) - recall.Unit.MaxHealth * 0.1;
            var collision      = GetCollision(spellData.Radius, spellData).Any();

            if (fireTime > Game.Time && fireTime < recall.Started + recall.Duration && recall.Unit.Health < spellDmg &&
                BaseultMenu.CheckBox(BaseultMenu.Settings, "Ult/" + recall.Unit.ChampionName) && BaseultMenu.CheckBox(BaseultMenu.Settings, "UseBaseUlt"))
            {
                BaseUltUnits.Add(new BaseUltUnit(recall.Unit, fireTime, collision));
            }
            else if (BaseUltUnits.Any(h => h.Unit.NetworkId == recall.Unit.NetworkId))
            {
                BaseUltUnits.Remove(BaseUltUnits.Find(h => h.Unit.NetworkId == recall.Unit.NetworkId));
            }
        }
Ejemplo n.º 2
0
        private static void Loading_OnLoadingComplete(EventArgs args)
        {
            switch (Player.Instance.ChampionName)
            {
            case "Jinx":

                BaseultMenu.Load();
                Baseult.Load();
                Drawing.OnEndScene += Drawing_OnEndScene;

                break;

            case "Draven":

                BaseultMenu.Load();
                Baseult.Load();
                Drawing.OnEndScene += Drawing_OnEndScene;

                break;

            case "Ashe":

                BaseultMenu.Load();
                Baseult.Load();
                Drawing.OnEndScene += Drawing_OnEndScene;

                break;

            case "Ezreal":

                BaseultMenu.Load();
                Baseult.Load();
                Drawing.OnEndScene += Drawing_OnEndScene;

                break;
            }
        }