/* * bei HesaEngine.SDK.Drawing.TriggerOnDraw(EventArgs args) * System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> SharpDX.SharpDXException: HRESULT: [0x8876086C], Module: [SharpDX.Direct3D9], ApiCode: [D3DERR_INVALIDCALL/InvalidCall], Message: Unknown * bei SharpDX.Result.CheckError() * bei SharpDX.Direct3D9.Sprite.Draw(Texture textureRef, IntPtr srcRectRef, IntPtr centerRef, IntPtr positionRef, ColorBGRA color) * bei SharpDX.Direct3D9.Sprite.Draw(Texture textureRef, ColorBGRA color, Nullable`1 srcRectRef, Nullable`1 centerRef, Nullable`1 positionRef) * bei HesaEngine.Internals.EndScene.DrawTexture(Texture texture, Vector2 position, ColorBGRA color) * bei HesaEngine.Internals.EndScene.DrawTexture(Texture texture, Vector2 position) * bei HesaEngine.SDK.Drawing.DrawTexture(Texture texture, Vector2 position) * bei FoxyAwareness.Heroes.FoWTracker.DrawMIASymbols() * bei FoxyAwareness.Heroes.FoWTracker.OnDraw(EventArgs args) * --- Ende der internen Ausnahmestapelüberwachung --- * bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) * bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) * bei System.Delegate.DynamicInvokeImpl(Object[] args) * bei HesaEngine.SDK.Drawing.TriggerOnDraw(EventArgs args) */ private void DrawMIASymbols() { foreach (var enemy in ObjectManager.Heroes.Enemies) { int mia_time = (int)Math.Round((last_seen[enemy.NetworkId] - Game.GameTimeTickCount) / 1000) * -1; if (mia_time > 0) { if (_menuhandler.GetValue <bool>(_menu, "draw_mia_symbols")) { Texture s = symbols[enemy.NetworkId]; if (s != null && s.IsDisposed == false && s.Device != null) { //Drawing.DrawTexture(symbols[enemy.NetworkId], enemy.Position.WorldToScreen()); //Hesa pls fix } } if (_menuhandler.GetValue <bool>(_menu, "draw_mia_text")) { Drawing.DrawText(enemy.ChampionName + " : " + mia_time, TacticalMap.WorldToMinimap(enemy.Position)); } if (_menuhandler.GetValue <bool>(_menu, "draw_mia_range")) { //Drawing.DrawCircle(TacticalMap.WorldToMinimap(enemy.Position).To3D(), enemy.MovementSpeed * mia_time); //Needing DrawCircle2d } } } }
/// <summary> /// Converts a World point to it's Minimap equivalent. /// </summary> public static Vector2 WorldToMinimap(this Vector3 vector) { return(TacticalMap.WorldToMinimap(vector)); }