private static void Game_OnGameUpdate(EventArgs args) { // Always active stuff, ignite and stuff :P ActiveModes.OnPermaActive(); if (SpellQueue.IsReady) { if (Config.KeyLinks["comboActive"].Value.Active) { ActiveModes.OnCombo(); } if (Config.KeyLinks["harassActive"].Value.Active) { ActiveModes.OnHarass(); } if (Config.KeyLinks["waveActive"].Value.Active) { ActiveModes.OnWaveClear(); } if (Config.KeyLinks["jungleActive"].Value.Active) { ActiveModes.OnJungleClear(); } } if (Config.KeyLinks["fleeActive"].Value.Active) { ActiveModes.OnFlee(); } }
public static void Orbwalking_AfterAttack(AttackableUnit unit, AttackableUnit target) { if (unit.IsMe) { if (Config.KeyLinks["comboActive"].Value.Active) { ActiveModes.OnCombo(true, target as Obj_AI_Base); } if (Config.KeyLinks["waveActive"].Value.Active) { ActiveModes.OnWaveClear(true, target as Obj_AI_Base); } if (Config.KeyLinks["jungleActive"].Value.Active) { ActiveModes.OnJungleClear(true, target as Obj_AI_Base); } } }