static Essentials()
        {
            SetSpells();
            GetSmiteSlot();
            Collision = new SPrediction.Collision();

            // Core
            Game.OnUpdate += SpellsOnUpdate;
            Game.OnUpdate += SmiteOnUpdate;

            // Orbwalk shit
            Orbwalking.AfterAttack  += Orbwalking_AfterAttack;
            Orbwalking.BeforeAttack += Orbwalking_BeforeAttack;

            // Minion Handelr
            GameObject.OnCreate += MinionOnCreate;
            GameObject.OnDelete += MinionOnDelete;

            // Missile Handler
            GameObject.OnCreate += MissileClient_OnCreate;

            // Cast Handler
            Obj_AI_Base.OnProcessSpellCast += HeroOnCast;

            // Anti-Gapclosing
            AntiGapcloser.OnEnemyGapcloser += AntiGapcloser_OnEnemyGapcloser;
        }
Exemple #2
0
        public static bool CheckHeroCollision(Vector3 to)
        {
            if (Position == to)
            {
                return(false);
            }

            return(Collision.CheckEnemyHeroCollision(Position.To2D(), to.To2D(), 130f, 0.25f));
        }
Exemple #3
0
 public BallMgr()
 {
     WorkQueue = new ConcurrentQueue<Tuple<Command, Obj_AI_Hero>>();
     Collision = new SPrediction.Collision();
     Position = ObjectManager.Player.ServerPosition;
     Game.OnUpdate += Game_OnUpdate;
     Obj_AI_Hero.OnDelete += Obj_AI_Hero_OnDelete;
     Obj_AI_Hero.OnProcessSpellCast += Obj_AI_Hero_OnProcessSpellCast;
 }
        static Essentials()
        {
            SetSpells();
            GetSmiteSlot();
            Collision = new SPrediction.Collision();

            // Core
            Game.OnUpdate += SpellsOnUpdate;
            Game.OnUpdate += SmiteOnUpdate;

            // Orbwalk shit
            Orbwalking.AfterAttack += Orbwalking_AfterAttack;
            Orbwalking.BeforeAttack += Orbwalking_BeforeAttack;

            // Minion Handelr
            GameObject.OnCreate += MinionOnCreate;
            GameObject.OnDelete += MinionOnDelete;

            // Missile Handler
            GameObject.OnCreate += MissileClient_OnCreate;

            // Cast Handler
            Obj_AI_Base.OnProcessSpellCast += HeroOnCast;

            // Anti-Gapclosing
            AntiGapcloser.OnEnemyGapcloser += AntiGapcloser_OnEnemyGapcloser;
        }