private static float traveltime(this Obj_AI_Base target) { var hero = Player.Instance.Hero; var pos = target.Fountain(); var distance = Player.Instance.Distance(pos); var speed = R.Speed; if (hero == Champion.Lux || hero == Champion.Karthus || hero == Champion.Pantheon || hero == Champion.Gangplank) { return(R.CastDelay); } return(((distance / speed) * 1000f) + R.CastDelay); }
public static float traveltime(this Obj_AI_Base target) { var hero = Player.Instance.Hero; var pos = target.Fountain(); var distance = Player.Instance.Distance(pos); var speed = R.Speed; var delay = CastDelay(baseMenu["ping"].Cast <CheckBox>().CurrentValue); switch (hero) { case Champion.Lux: case Champion.Karthus: case Champion.Pantheon: case Champion.Gangplank: return(delay); } return(distance / speed * 1000f); }
private static bool Collison(this Obj_AI_Base target) { var col = baseMenu["col"].Cast <CheckBox>().CurrentValue; var Rectangle = new Geometry.Polygon.Rectangle(Player.Instance.ServerPosition, target.Fountain(), R.Width); return(col && EntityManager.Heroes.Enemies.Count(e => Rectangle.IsInside(e) && e.IsValidTarget()) > R.AllowedCollisionCount); }