private void Rotation() { while (Main.isLaunched) { try { if (StatusChecker.OutOfCombat(RotationRole)) { specialization.BuffRotation(); } if (StatusChecker.InPull()) { specialization.Pull(); } if (StatusChecker.InCombat()) { specialization.CombatRotation(); } if (StatusChecker.InCombatNoTarget()) { specialization.CombatNoTarget(); } } catch (Exception arg) { Logging.WriteError("ERROR: " + arg, true); } Thread.Sleep(ToolBox.GetLatency() + settings.ThreadSleepCycle); } Logger.Log("Stopped."); }
private void Rotation() { while (Main.isLaunched) { try { if (StatusChecker.OOCMounted()) { // Crusader Aura if (CrusaderAura.KnownSpell && !Me.HaveBuff("Crusader Aura")) { cast.OnTarget(CrusaderAura); } } if (StatusChecker.OutOfCombat(RotationRole)) { specialization.BuffRotation(); } if (StatusChecker.InPull()) { specialization.PullRotation(); } if (StatusChecker.InCombat()) { specialization.CombatRotation(); } if (StatusChecker.InCombatNoTarget()) { specialization.CombatNoTarget(); } if (AIOParty.GroupAndRaid.Any(p => p.InCombatFlagOnly && p.GetDistance < 50)) { specialization.HealerCombat(); } } catch (Exception arg) { Logging.WriteError("ERROR: " + arg, true); } Thread.Sleep(ToolBox.GetLatency() + settings.ThreadSleepCycle); } Logger.Log("Stopped."); }