private static bool Grid_OnAction(string args) { Engine.Grid = MacroHandlers.Toggle(Engine.Grid, args); return(true); }
private static bool FPS_OnAction(string args) { Engine.FPS = MacroHandlers.Toggle(Engine.FPS, args); return(true); }
private static bool Transparency_OnAction(string args) { Renderer.Transparency = MacroHandlers.Toggle(Renderer.Transparency, args); return(true); }
private static bool ContainerGrid_OnAction(string args) { Options.Current.ContainerGrid = MacroHandlers.Toggle(Options.Current.ContainerGrid, args); return(true); }
private static bool Temperature_OnAction(string args) { Engine.Effects.DrawTemperature = MacroHandlers.Toggle(Engine.Effects.DrawTemperature, args); return(true); }
private static bool Ping_OnAction(string args) { Renderer.DrawPing = MacroHandlers.Toggle(Renderer.DrawPing, args); return(true); }
private static bool Halos_OnAction(string args) { Options.Current.NotorietyHalos = MacroHandlers.Toggle(Options.Current.NotorietyHalos, args); return(true); }
private static bool ParticleCount_OnAction(string args) { Renderer.DrawPCount = MacroHandlers.Toggle(Renderer.DrawPCount, args); return(true); }
private static bool Warmode_OnAction(string args) { Engine.Warmode = MacroHandlers.Toggle(Engine.Warmode, args); return(true); }
private static bool RegCounter_OnAction(string args) { GItemCounters.Active = MacroHandlers.Toggle(GItemCounters.Active, args); return(true); }
private static bool Screenshots_OnAction(string args) { Options.Current.Screenshots = MacroHandlers.Toggle(Options.Current.Screenshots, args); return(true); }
private static bool ToggleHotkeys_OnAction(string args) { Options.Current.HotkeysEnabled = MacroHandlers.Toggle(Options.Current.HotkeysEnabled, args); return(true); }
private static bool MiniHealth_OnAction(string args) { Options.Current.MiniHealth = MacroHandlers.Toggle(Options.Current.MiniHealth, args); return(true); }