private static void OnGameUpdate(EventArgs args) { var allowedtoAttack = false; var allowedtoMove = false; if (CurrentMode == Mode.None) { return; } var state = Interrupt.IsCastingInterruptableSpell(ObjectManager.Player); switch (state) { case Interrupt.State.None: if (OrbCanAttack) { allowedtoAttack = true; } if (OrbCanMove) { allowedtoMove = true; } break; case Interrupt.State.CanMove: if (OrbCanMove) { allowedtoMove = true; } break; } if (!allowedtoMove && !allowedtoAttack) { return; } if (state == Interrupt.State.CanNothing) { return; } var target = GetTarget(); Orbwalk((Obj_AI_Base)target, state); }