public static bool IsValidEvadeSpell(this MissileClient missile, out SpellData spellData) { spellData = null; if (missile == null) return false; //Check if spell is valid to continue if (missile.SpellCaster != null && missile.SData != null && missile.SData.Name != null) { return missile.ShouldEvade(out spellData); } return false; }
public static bool IsValidEvadeSpell(this MissileClient missile, out SpellData spellData) { spellData = null; if (missile == null) { return(false); } //Check if spell is valid to continue if (missile.SpellCaster != null && missile.SData != null && missile.SData.Name != null) { return(missile.ShouldEvade(out spellData)); } return(false); }
public static bool IsInRange(this MissileClient missile, SpellData spellData) { return(missile.StartPosition.Distance(MyHero.Position) < spellData.Range + ConfigValue.ExtraDetectionRange.GetInt()); }
public static bool ShouldEvade(this MissileClient missile, out SpellData spellData) { spellData = null; return((missile.SpellCaster.Team != MyHero.Team) && SpellDetector.OnMissileSpells.TryGetValue(missile.SData.Name, out spellData)); }
public static bool ShouldEvade(this EloBuddy.SpellData eloData, Obj_AI_Base hero, out SpellData spellData) { spellData = null; return((hero.Team != MyHero.Team) && SpellDetector.OnProcessSpells.TryGetValue(eloData.Name, out spellData)); }
public static bool ShouldEvade(this MissileClient missile, out SpellData spellData) { spellData = null; return (missile.SpellCaster.Team != MyHero.Team) && SpellDetector.OnMissileSpells.TryGetValue(missile.SData.Name, out spellData); }
public static bool ShouldEvade(this EloBuddy.SpellData eloData, Obj_AI_Base hero, out SpellData spellData) { spellData = null; return (hero.Team != MyHero.Team) && SpellDetector.OnProcessSpells.TryGetValue(eloData.Name, out spellData); }
public static bool IsInRange(this MissileClient missile, SpellData spellData) { return missile.StartPosition.Distance(MyHero.Position) < spellData.Range + ConfigValue.ExtraDetectionRange.GetInt(); }