public void CastQE(Obj_AI_Base target) { if (GetE.IsReady()) { // var prediction = Prediction.GetPrediction(target, 500); var predictionInput = new PredictionInput { Aoe = false, Collision = EQ.Collision, Speed = EQ.Speed, Delay = EQ.Delay, Range = EQ.Range, From = HeroManager.Player.ServerPosition, Radius = EQ.Width, Unit = target, Type = SkillshotType.SkillshotLine }; var prediction = Prediction.GetPrediction(predictionInput); Vector3 castQpos = prediction.CastPosition; if (HeroManager.Player.Distance(castQpos) > GetQ.Range) { castQpos = HeroManager.Player.Position.Extend(castQpos, GetE.Range); } if (prediction.Hitchance >= HitChance.VeryHigh) { EQcastNow = true; GetQ.Cast(castQpos); } } }
public bool CastQ() { if (!GetQ.IsReady()) { return(false); } var qTarget = TargetSelector.GetTarget(GetQ.Range, TargetSelector.DamageType.Magical); if (qTarget != null) { var predictQ = GetQ.GetPrediction(qTarget, true); if (predictQ.Hitchance >= HitChance.VeryHigh) { return(GetQ.Cast(predictQ.CastPosition)); } } return(false); }