Esempio n. 1
0
        public static bool Cast(this Spells spell, Vector3 from, Obj_AI_Base ToTarget, Spells.HitChances minhitchance = Spells.HitChances.VeryLow, bool UseExtendRadiusSSCirle = true)
        {
            if (spell.spellslot.IsReady())
            {
                if (GetHiChance(from, ToTarget, spell) >= spell.MinHitChance && GetHiChance(from, ToTarget, spell) >= minhitchance)
                {
                    Vector3 y   = new Vector3(0, 0, 0);
                    Vector3 pos = Predictions.GetPrediction(from, ToTarget, spell, true);
                    if (Player.Distance(pos) <= spell.range && pos != y)
                    {
                        if (spell.collision == false)
                        {
                            return(Player.Spellbook.CastSpell(spell.spellslot, pos));
                        }
                        else
                        {
                            List <Obj_AI_Base> list = Collisions.GetCollision(from, pos, spell);

                            if (list.Count == 0)
                            {
                                Vector3 pos1 = Predictions.GetPrediction(from, ToTarget, spell);
                                return(Player.Spellbook.CastSpell(spell.spellslot, pos1));
                            }
                            else
                            {
                                return(false);
                            }
                        }
                    }
                    else if (UseExtendRadiusSSCirle == true && spell.skillshottype == SkillshotType.SkillshotCircle)
                    {
                        Spells  x    = new Spells(spell.spellslot, spell.skillshottype, spell.range + spell.radius - 20, spell.delay, 20, false, spell.speed);
                        Vector3 y1   = new Vector3(0, 0, 0);
                        Vector3 pos1 = Predictions.GetPrediction(from, ToTarget, x, true);
                        if (Player.Distance(pos1) <= x.range && pos1 != y1)
                        {
                            var pos2 = Player.Position.Extend(pos1, spell.range);
                            return(Player.Spellbook.CastSpell(spell.spellslot, pos2));
                        }
                        else
                        {
                            return(false);
                        }
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    return(false);
                }
            }
            else
            {
                return(false);
            }
        }
Esempio n. 2
0
        public static bool Cast(this Spells spell, bool DragSpell, Vector3 from, Obj_AI_Base ToTarget, Spells.HitChances minhitchance = Spells.HitChances.VeryLow, bool UseExtendRadiusSSCirle = true)
        {
            if (spell.spellslot.IsReady())
            {
                if (GetHiChance(from, ToTarget, spell) >= spell.MinHitChance && GetHiChance(from, ToTarget, spell) >= minhitchance)
                {
                    Vector3 y   = new Vector3(0, 0, 0);
                    Vector3 pos = Predictions.GetPrediction(from, ToTarget, spell, true);
                    if (Player.Distance(from) <= spell.range && from.Distance(pos) <= spell.extrarange && pos != y)
                    {
                        if (spell.collision == false)
                        {
                            return(Player.Spellbook.CastSpell(spell.spellslot, from, pos));
                        }
                        else
                        {
                            List <Obj_AI_Base> list = Collisions.GetCollision(from, pos, spell);
                            if (list.Count == 0)
                            {
                                Vector3 pos1 = Predictions.GetPrediction(from, ToTarget, spell);
                                return(Player.Spellbook.CastSpell(spell.spellslot, from, pos1));
                            }
                            else
                            {
                                return(false);
                            }
                        }
                    }

                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    return(false);
                }
            }
            else
            {
                return(false);
            }
        }