public static void LastHit() { if (Orbwalker.ValidAzirSoldiers.Count >= 1) { Orbwalker.DisableAttacking = true; } var MinionsW = EntityManager.MinionsAndMonsters.GetLaneMinions(EntityManager.UnitTeam.Enemy); var MinionsQ = EntityManager.MinionsAndMonsters.GetLaneMinions(EntityManager.UnitTeam.Enemy) .Where(m => m.Health <= Damage.GetSoldierDamage(m)); if (Orbwalker.IsAutoAttacking) { return; } foreach (var minion1 in MinionsW) { var GobalMinions = EntityManager.MinionsAndMonsters.GetLaneMinions(EntityManager.UnitTeam.Enemy, Program._Player.Position) .Where(m => m.HealthPercent <= Program.FarmMenu["fLHUseWHealth"].Cast <Slider>().CurrentValue) .OrderBy(m => m.Distance(minion1)); if (Program.FarmMenu["fLHUseW"].Cast <CheckBox>().CurrentValue) { foreach (var minion3 in GobalMinions) { if (Program._W.IsInRange(minion3) && Program._W.IsReady()) { Program._W.Cast(minion3); } } if (Program._Player.IsInAutoAttackRange(minion1) && minion1.Health <= Damage.GetSoldierDamage(minion1)) { Player.IssueOrder(GameObjectOrder.AttackUnit, minion1); } } } if (Program.FarmMenu["fLHUseQ"].Cast <CheckBox>().CurrentValue) { foreach (var minion2 in MinionsQ) { if (Program._Q.IsInRange(minion2) && Orbwalker.ValidAzirSoldiers.Count >= 1 && Program._Q.IsReady()) { Program._Q.Cast(minion2); } } } }
public static void LaneClear() { if (Orbwalker.IsAutoAttacking) { return; } var LasthittableMinions = EntityManager.MinionsAndMonsters.GetLaneMinions(EntityManager.UnitTeam.Enemy) .Where(m => m.Health <= Damage.GetSoldierDamage(m)); foreach (var minion in LasthittableMinions) { var GobalMinions = EntityManager.MinionsAndMonsters.GetLaneMinions(EntityManager.UnitTeam.Enemy, Program._Player.Position) .Where(m => m.HealthPercent <= Program.FarmMenu["fLCUseWHealth"].Cast <Slider>().CurrentValue) .OrderBy(m => m.Distance(minion)); if (minion.HealthPercent <= Program.FarmMenu["fLCWaitHealth"].Cast <Slider>().CurrentValue) { Orbwalker.DisableAttacking = true; } else { Orbwalker.DisableAttacking = false; } if (Program.FarmMenu["fLCUseW"].Cast <CheckBox>().CurrentValue) { foreach (var wminion in GobalMinions) { if (Program._W.IsReady() && Program._W.IsInRange(minion)) { Program._W.Cast(minion); } } if (minion.Health <= Damage.GetSoldierDamage(minion)) { Player.IssueOrder(GameObjectOrder.AttackUnit, minion); } } } }