private static void ObjMissileClientOnCreateDelayed(MissileClient missile, SpellData spellData) { var unit = missile.SpellCaster as Obj_AI_Hero; var missilePosition = missile.Position.ToVector2(); var unitPosition = missile.StartPosition.ToVector2(); var endPos = missile.EndPosition.ToVector2(); var direction = (endPos - unitPosition).Normalized(); if (unitPosition.Distance(endPos) > spellData.Range || spellData.FixedRange) { endPos = unitPosition + direction * spellData.Range; } if (spellData.ExtraRange != -1) { endPos += Math.Min(spellData.ExtraRange, spellData.Range - endPos.Distance(unitPosition)) * direction; } var castTime = Variables.TickCount - Game.Ping / 2 - (spellData.MissileDelayed ? 0 : spellData.Delay) - (int)(1000f * missilePosition.Distance(unitPosition) / spellData.MissileSpeed); TriggerOnDetectSkillshot(DetectionType.RecvPacket, spellData, castTime, unitPosition, endPos, unit); }
public Skillshot( DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit, MissileClient missile = null) { this.DetectionType = detectionType; this.SpellData = spellData; this.StartTick = startT; this.Start = start; this.End = end; this.Direction = (end - start).LSNormalized(); this.Unit = unit; this.Missile = missile; switch (spellData.Type) { case SkillShotType.SkillshotCircle: this.Circle = new Geometry.Circle(this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: this.Sector = new Geometry.Sector( start, this.CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: this.Ring = new Geometry.Ring(this.CollisionEnd, spellData.Radius, spellData.RingRadius); break; case SkillShotType.SkillshotArc: this.Arc = new Geometry.Arc( start, end, Config.SkillShotsExtraRadius + (int)Program.Player.BoundingRadius); break; } this.UpdatePolygon(); }
private static void TriggerOnDetectSkillshot( DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Vector2 originalEnd, Obj_AI_Base unit, MissileClient missile = null) { OnDetectSkillshot?.Invoke(new Skillshot(detectionType, spellData, startT, start, end, unit, missile) { OriginalEnd = originalEnd }); }
private static void TriggerOnDetectSkillshot( DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { if (OnDetectSkillshot != null) { OnDetectSkillshot(new Skillshot(detectionType, spellData, startT, start, end, unit)); } }
private static void ObjSpellMissileOnCreate(GameObject sender, EventArgs args) { var missile = sender as MissileClient; if (missile == null || !missile.IsValid) { return; } var caster = missile.SpellCaster as Obj_AI_Hero; if (caster == null || !caster.IsValid || caster.Team == Player.Team || !missile.Target.IsMe) { return; } var spellData = Spells.FirstOrDefault( i => i.SpellNames.Contains(missile.SData.Name.ToLower()) && MainMenu["EvadeTarget"][i.ChampionName.ToLowerInvariant()][i.MissileName]); if (spellData == null && AutoAttack.IsAutoAttack(missile.SData.Name) && (!missile.SData.Name.ToLower().Contains("crit") ? MainMenu["EvadeTarget"]["AA"]["B"] && Player.HealthPercent < MainMenu["EvadeTarget"]["AA"]["BHpU"] : MainMenu["EvadeTarget"]["AA"]["C"] && Player.HealthPercent < MainMenu["EvadeTarget"]["AA"]["CHpU"])) { spellData = new SpellData { ChampionName = caster.ChampionName, SpellNames = new[] { missile.SData.Name } }; } if (spellData == null) { return; } DetectedTargets.Add(new Targets { Start = caster.ServerPosition, Obj = missile }); }