private static void DodgeWithAbilities(TrackedCurveProjectile projectile) { var timeToImpact = projectile.EstimatedImpact - Time.time; if (PlayerIsSafe(timeToImpact)) { return; } foreach (var ability in AbilityDatabase.GetDodge(LocalPlayer.Instance.CharName).OrderBy(a => a.Priority)) { if (!ability.UseInEvade || timeToImpact > ability.CastTime + 0.25f || timeToImpact < ability.CastTime + 0.05f) { continue; } if (ability.ShouldUse() && ability.IsReady() && ability.GetDanger() <= projectile.Data.GetDanger()) { if (ability.NeedsSelfCast) { LocalPlayer.PressAbility(ability.AbilitySlot, true); } else { LocalPlayer.PressAbility(ability.AbilitySlot, true); } return; } } }
private static bool CanDodge(TrackedCurveProjectile projectile) { var timeToDodge = (projectile.Data.Radius + LocalPlayer.Instance.MapCollision.MapCollisionRadius - LocalPlayer.Instance.Distance(projectile.ClosestPoint)) / 3.4f; return(projectile.EstimatedImpact - Time.time < timeToDodge); }