public static Vector3 WhichAxeShouldITake(Obj_AI_Base target = null) { var qBuffTotal = ObjectManager.Player.Buffs.FirstOrDefault(b => b.Name == "dravenspinningattack"); var qBuffLeft = ObjectManager.Player.Buffs.FirstOrDefault(b => b.Name == "dravenspinningleft"); QBuffCount = qBuffTotal != null ? qBuffTotal.Count : 0; QReticleCount = Draven.QReticles.Count; QTotalCount = QBuffCount + QReticleCount; switch (QReticleCount) { case 0: return target != null ? target.GetPositioning() : Game.CursorPos; case 1: return Draven.QReticles.FirstOrDefault().Value.Position.Randomize(-25, 25); default: return Draven.QReticles.OrderBy(entry => entry.Key).FirstOrDefault().Value.Position.Randomize(-25, 25); } }