public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List <Skillshot>(); result.casters = new List <Obj_AI_Base>(); if (false) { bool safe = YasuoSharp.Orbwalker.ActiveMode.ToString() == "Combo" || point.To3D().GetEnemiesInRange(500).Count > Player.HealthPercent % 65; if (!safe) { result.IsSafe = false; return(result); } } foreach (var skillshot in YasuoSharp.DetectedSkillshots) { if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Player)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); result.casters = new List<Obj_AI_Base>(); bool safe = (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Combo)) || point.To3D().CountEnemiesInRange(500) > Variables._Player.HealthPercent % 65; if (!safe) { result.IsSafe = false; return result; } foreach (var skillshot in Variables.EvadeDetectedSkillshots) { if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Variables._Player)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List <Skillshot>(); result.casters = new List <Obj_AI_Base>(); bool safe = (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Combo)) || point.To3D().CountEnemiesInRange(500) > Variables._Player.HealthPercent % 65; if (!safe) { result.IsSafe = false; return(result); } foreach (var skillshot in Variables.EvadeDetectedSkillshots) { if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, Variables._Player)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List <Skillshot>(); result.casters = new List <Obj_AI_Base>(); result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
private static IsSafeResult IsSafePoints(Vector2 point) { var result = new IsSafeResult { SkillshotList = new List <Skillshot>() }; DetectedSkillshots.Where(i => i.Enable && !i.IsSafe(point)).ForEach(i => result.SkillshotList.Add(i)); result.IsSafe = result.SkillshotList.Count == 0; return(result); }
public static IsSafeResult IsSafePoint(Vector2 point) { var result = new IsSafeResult { SkillshotList = new List<Skillshot>() }; foreach (var skillshot in SkillshotDetector.DetectedSkillshots.Where(i => i.Evade && !i.IsSafePoint(point))) { result.SkillshotList.Add(skillshot); } result.IsSafe = result.SkillshotList.Count == 0; return result; }
public static IsSafeResult IsSafePoint(Vector2 point, bool isCheck = false) { var result = new IsSafeResult { SkillshotList = new List <Skillshot>() }; DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point) && (!isCheck || i.CanDodge)) .ForEach(i => result.SkillshotList.Add(i)); result.IsSafe = result.SkillshotList.Count == 0; return(result); }
public static IsSafeResult IsSafePoint(Vector2 point) { var result = new IsSafeResult { SkillshotList = new List <Skillshot>() }; foreach (var skillshot in DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point))) { result.SkillshotList.Add(skillshot); } result.IsSafe = result.SkillshotList.Count == 0; return(result); }
internal static IsSafeResult IsSafePoint(Vector2 point) { var result = new IsSafeResult { SkillshotList = new List <Skillshot>() }; DetectedSkillshots.Where(i => i.Enable && !i.IsSafe(point)).ForEach(i => result.SkillshotList.Add(i)); result.IsSafe = result.SkillshotList.Count == 0; if (!result.IsSafe) { result.SkillshotList = result.SkillshotList.OrderByDescending(i => i.DangerLevel).ToList(); } return(result); }
/// <summary> /// Returns true if the point is not inside the detected skillshots. /// </summary> public static IsSafeResult IsSafe(Vector2 point) { var result = new IsSafeResult { SkillshotList = new List <Skillshot>() }; foreach (var skillshot in DetectedSkillshots) { result.SkillshotList.Add(skillshot); } result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
/// <summary> /// Returns true if the point is not inside the detected skillshots. /// </summary> public static IsSafeResult IsSafe(Vector2 point) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); foreach (var skillshot in DetectedSkillshots) { if (skillshot.Evade() && skillshot.IsDanger(point)) { result.SkillshotList.Add(skillshot); } } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
/// <summary> /// Returns true if the point is not inside the detected skillshots. /// </summary> public static IsSafeResult IsSafe(Vector2 point) { var result = new IsSafeResult(); result.SkillshotList = new List <Skillshot>(); foreach (var skillshot in DetectedSkillshots) { if (skillshot.Evade() && skillshot.IsDanger(point)) { result.SkillshotList.Add(skillshot); } } result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
public static IsSafeResult isSafePoint(Vector2 point) { var result = new IsSafeResult(); result.SkillshotList = new List <Skillshot>(); result.casters = new List <Obj_AI_Base>(); foreach (var skillshot in YasuoSharp.DetectedSkillshots) { if (skillshot.IsDanger(point)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return(result); }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); result.casters = new List<Obj_AI_Base>(); if (false) { bool safe = YasuoSharp.Orbwalker.ActiveMode.ToString() == "Combo" || point.To3D().GetEnemiesInRange(500).Count > Player.HealthPercent%65; if (!safe) { result.IsSafe = false; return result; } } foreach (var skillshot in YasuoSharp.DetectedSkillshots) { if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500,Player)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); result.casters = new List<Obj_AI_Base>(); result.IsSafe = (result.SkillshotList.Count == 0); return result; }
public static IsSafeResult isSafePoint(Vector2 point) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); result.casters = new List<Obj_AI_Base>(); foreach (var skillshot in YasuoSharp.DetectedSkillshots) { if (skillshot.IsDanger(point)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
/// <summary> /// Returns true if the point is not inside the detected skillshots. /// </summary> public static IsSafeResult IsSafe(Vector2 point) { var result = new IsSafeResult {SkillshotList = new List<Skillshot>()}; foreach (var skillshot in ActiveSkillshots) { result.SkillshotList.Add(skillshot); } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
public static IsSafeResult isSafePoint(Vector2 point, bool igonre = false) { var result = new IsSafeResult(); result.SkillshotList = new List<Skillshot>(); result.casters = new List<Obj_AI_Base>(); if (orbwalker.ActiveMode != Orbwalking.OrbwalkingMode.Combo || point.To3D().CountEnemiesInRange(500) > myHero.HealthPercent % 65) { result.IsSafe = false; return result; } foreach (var skillshot in EvadeDetectedSkillshots) { if (skillshot.IsDanger(point) && skillshot.IsAboutToHit(500, myHero)) { result.SkillshotList.Add(skillshot); result.casters.Add(skillshot.Unit); } } result.IsSafe = (result.SkillshotList.Count == 0); return result; }
public static IsSafeResult IsSafePoint(Vector2 point, bool isCheck = false) { var result = new IsSafeResult { SkillshotList = new List<Skillshot>() }; DetectedSkillshots.Where(i => i.Enable && i.IsDanger(point) && (!isCheck || i.CanDodge)) .ForEach(i => result.SkillshotList.Add(i)); result.IsSafe = result.SkillshotList.Count == 0; return result; }