예제 #1
0
        static void Entity_OnIntegerPropertyChange(Entity sender, EntityIntegerPropertyChangeEventArgs args)
        {
            if (args.Property == "m_nGameState")
            {
                _activated = Game.IsInGame;

                if (!_activated)
                    return;

                _activated = CorrectHero();
            }
            if (_enabled && _activated)
            {
                var me = EntityList.Hero;
                if (sender != null && me.Equals(sender) && args.Property == "m_NetworkActivity")
                {

                    if (args.NewValue == 424)
                        me.Hold();
                    else if (args.NewValue == 419)
                    {
                        var target = GetClosestEnemyHeroToMouse();
                        if (target == null)
                            me.Attack(Game.MousePosition);
                        else
                            me.Attack(target);
                    }
                }
            }
        }
예제 #2
0
 private static void Entity_OnIntegerPropertyChange(Entity sender, EntityIntegerPropertyChangeEventArgs args)
 {
     if (args.Property != "m_nGameState")
         return;
     if (!Game.IsInGame)
         Effects.Clear();
     else
         CheckTowers();
 }
예제 #3
0
        static void Entity_OnIntegerPropertyChange(Entity sender, EntityIntegerPropertyChangeEventArgs args)
        {
            if (sender == null)
                return;

            var player = EntityList.Player;
            if (player == null)
                return;

            var hero = sender as Hero;
            if (hero != null && hero.Team == player.Team && args.Property == "m_iTaggedAsVisibleByTeam")
                HandleEffect(hero);
        }
예제 #4
0
 /// <summary>
 /// Wait until we're ingame and picked a hero
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="args"></param>
 static void Entity_OnIntegerPropertyChange(Entity sender, EntityIntegerPropertyChangeEventArgs args)
 {
     // Equals to: if (args.Property == "m_nGameState" && (((GameState)args.NewValue) == GameState.Prestart || ((GameState)args.NewValue) == GameState.Started))
     if (args.Property == "m_nGameState" && Game.IsInGame )
     {
         var me = EntityList.Hero;
         _activated = me != null && me.ClassId == ClassId.CDOTA_Unit_Hero_Tinker;
         Console.WriteLine(_activated ? "Got tinker" : "Got the wrong hero");
     }
 }