public static float Q(QFor mode) { if (!PlayerSpells.Q.IsReady()) { return(0); } float minDamage = new[] { 75f, 125f, 175f, 225f, 275f }[PlayerSpells.Q.Level - 1] +ObjectManager.Player.TotalMagicalDamage; float minHealth = minDamage * 0.8f; switch (mode) { case QFor.Enemy: return(minDamage); case QFor.Health: return(minHealth); default: return(0f); } }
public static float Q(QFor mode) { if (!PlayerSpells.Q.IsReady()) return 0; float minDamage = new[] { 75f, 125f, 175f, 225f, 275f }[PlayerSpells.Q.Level - 1] + ObjectManager.Player.TotalMagicalDamage; float minHealth = minDamage * 0.8f; switch (mode) { case QFor.Enemy: return minDamage; case QFor.Health: return minHealth; default: return 0f; } }