private void DamageUnitHit(Unit unitHit) { float damage = GetAbilityDamage(unitHit); DamageUnit(unitHit, damage); if (varusW) { varusW.ProcStacks(unitHit, this); } AbilityHit(unitHit, damage); }
protected void OnAbilityEffectGroundHitOnSpawn(AbilityEffect abilityEffect, List <Unit> affectedUnits) { foreach (Unit affectedUnit in affectedUnits) { float damage = GetAbilityDamage(affectedUnit); DamageUnit(affectedUnit, damage); if (varusW) { varusW.ProcStacks(affectedUnit, this); } AbilityHit(affectedUnit, damage); } }