private void CombatChanged(object o, GCombatEventArgs eventArgs) { if (eventArgs.CombatType.Equals(CombatType.CombatStarted)) { Navigator.Stop(); } if (eventArgs.CombatType.Equals(CombatType.CombatDone) && !ObjectManager.MyPlayer.IsDead) { LootAndSkin.DoLootAfterCombat(eventArgs.Unit); } }
public override void DoWork() { GrindingEngine.Navigator.Stop(); LootAndSkin.DoWork(_unit); GrindingEngine.Navigation.UseNextNearestWaypoint(); }