internal static void OnUpdate() { if (Jumping && jumpspot != null) { LeagueSharp.Common.Utility.DelayAction.Add(500, delegate { Jumping = false; }); var minion = ObjectManager.Get <Obj_AI_Minion>().Where(x => x.IsValid && x.Team == GameObjectTeam.Neutral && x.IsVisible).MinOrDefault(x => x.LSDistance(jumpspot.From)); if (minion == null && !player.IsMoving && player.LSDistance(jumpspot.From) <= 0.25 * player.BoundingRadius) { if (getItem != null && getItem.SpellSlot.IsReady() && jumpspot.CastPos.LSDistance(jumpspot.From) <= 400) { player.Spellbook.CastSpell(getItem.SpellSlot, jumpspot.CastPos); } else if (SpellSlot.W.IsReady()) { Helper.Spells[Helper.W].Cast(jumpspot.CastPos); } } if (minion != null && Vector3.Distance(minion.Position, jumpspot.CastPos) <= 300) { Helper.Spells[Helper.E].CastOnUnit(minion); Jumping = false; jumpspot = null; return; } } }
internal static void OnWndProc(WndEventArgs args) { if (args.Msg == (uint)WindowsMessages.WM_LBUTTONDOWN && SpellSlot.E.IsReady()) { var jumpoint = Jumpspots.Find(x => x.Contains(Game.CursorPos)); if (jumpoint != null) { Jumping = true; jumpspot = jumpoint; EloBuddy.Player.IssueOrder(GameObjectOrder.MoveTo, jumpoint.From); } } }
internal static void OnUpdate() { if (Jumping && jumpspot != null) { LeagueSharp.Common.Utility.DelayAction.Add(500, delegate { Jumping = false; }); var minion = ObjectManager.Get<Obj_AI_Minion>().Where(x => x.IsValid && x.Team == GameObjectTeam.Neutral && x.IsVisible).MinOrDefault(x => x.LSDistance(jumpspot.From)); if (minion == null && !player.IsMoving && player.LSDistance(jumpspot.From) <= 0.25 * player.BoundingRadius) { if (getItem != null && getItem.SpellSlot.IsReady() && jumpspot.CastPos.LSDistance(jumpspot.From) <= 400) { player.Spellbook.CastSpell(getItem.SpellSlot, jumpspot.CastPos); } else if (SpellSlot.W.IsReady()) { Helper.Spells[Helper.W].Cast(jumpspot.CastPos); } } if (minion != null && Vector3.Distance(minion.Position, jumpspot.CastPos) <= 300) { Helper.Spells[Helper.E].CastOnUnit(minion); Jumping = false; jumpspot = null; return; } } }