Esempio n. 1
0
 /// <summary>
 /// OnProcessSpellCast event for detect the auto attack and auto attack resets
 /// </summary>
 /// <param name="sender">The sender.</param>
 /// <param name="args">The args.</param>
 private void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
 {
     if (sender.IsMe)
     {
         if (Utility.IsAutoAttack(args.SData.Name))
         {
             m_IslastCastedAA = true;
             OnAttackArgs onAttackArgs = Events.FireOnAttack(this, args.Target as AttackableUnit);
             if (!onAttackArgs.Cancel)
             {
                 m_lastAATick            = Utils.TickCount - Game.Ping / 2;
                 m_lastWindUpTime        = (int)Math.Round(sender.AttackCastDelay * 1000);
                 m_lastAttackCooldown    = (int)Math.Round(sender.AttackDelay * 1000);
                 m_lastAttackCompletesAt = m_lastAATick + m_lastWindUpTime;
                 m_lastAttackPos         = ObjectManager.Player.ServerPosition.To2D();
                 m_attackInProgress      = true;
             }
             if (m_baseAttackSpeed == 0.5f)
             {
                 SetOrbwalkValues();
             }
         }
         else
         {
             m_IslastCastedAA = false;
             if (Utility.IsAutoAttackReset(args.SData.Name))
             {
                 ResetAATimer();
             }
             else if (!Utility.IsAutoAttackReset(args.SData.Name))
             {
                 if (m_attackInProgress)
                 {
                     ResetAATimer();
                 }
             }
             else if (args.SData.Name == "AspectOfTheCougar")
             {
                 ResetOrbwalkValues();
             }
         }
     }
     else
     {
         if (sender.Type == GameObjectType.obj_AI_Turret && args.Target.Type == GameObjectType.obj_AI_Minion && sender.Team == ObjectManager.Player.Team && args.Target.Position.Distance(ObjectManager.Player.ServerPosition) <= 2000)
         {
             m_towerTarget     = args.Target as Obj_AI_Base;
             m_sourceTower     = sender;
             m_towerAttackTick = Utils.TickCount - Game.Ping / 2;
         }
     }
 }
Esempio n. 2
0
        /// <summary>
        /// Invokes on attack event
        /// </summary>
        /// <param name="instance">Orbwalker instance</param>
        /// <param name="target">Target</param>
        /// <returns></returns>
        public static OnAttackArgs FireOnAttack(Orbwalker instance, AttackableUnit target)
        {
            OnAttackArgs args = new OnAttackArgs();

            args.Instance = instance;
            args.Target   = target;

            if (OnAttack != null)
            {
                OnAttack(args);
            }

            if (args.Cancel)
            {
                EloBuddy.Player.IssueOrder(GameObjectOrder.Stop, ObjectManager.Player);
            }

            return(args);
        }
Esempio n. 3
0
 private void Obj_AI_Base_OnBasicAttack(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
 {
     if (sender.IsMe)
     {
         m_IslastCastedAA = true;
         OnAttackArgs onAttackArgs = Events.FireOnAttack(this, args.Target as AttackableUnit);
         if (!onAttackArgs.Cancel)
         {
             m_lastAATick            = Utils.TickCount - Game.Ping / 2;
             m_lastWindUpTime        = (int)Math.Round(sender.AttackCastDelay * 1000);
             m_lastAttackCooldown    = (int)Math.Round(sender.AttackDelay * 1000);
             m_lastAttackCompletesAt = m_lastAATick + m_lastWindUpTime;
             m_lastAttackPos         = ObjectManager.Player.ServerPosition.To2D();
             m_attackInProgress      = true;
         }
         if (m_baseAttackSpeed == 0.5f)
         {
             SetOrbwalkValues();
         }
     }
 }
Esempio n. 4
0
        /// <summary>
        /// Invokes on attack event
        /// </summary>
        /// <param name="instance">Orbwalker instance</param>
        /// <param name="target">Target</param>
        /// <returns></returns>
        public static OnAttackArgs FireOnAttack(Orbwalker instance, AttackableUnit target)
        {
            OnAttackArgs args = new OnAttackArgs();
            args.Instance = instance;
            args.Target = target;

            if (OnAttack != null)
                OnAttack(args);

            if (args.Cancel)
                ObjectManager.Player.IssueOrder(GameObjectOrder.Stop, ObjectManager.Player);

            return args;
        }