예제 #1
0
        static void Interrupter2_OnInterruptableTarget(Obj_AI_Hero sender, Interrupter2.InterruptableTargetEventArgs args)
        {
            if (!AIO_Menu.Champion.Misc.UseInterrupter || Player.IsDead)
            {
                return;
            }

            if (QQ.IsReady() && Player.HasBuff2("yasuoq3w") && !Dash.IsDashing(Player) &&
                Player.Distance(sender.Position) <= QQ.Range)
            {
                QQ.Cast(sender.Position);
            }
        }
예제 #2
0
        static void Drawing_OnDraw(EventArgs args)
        {
            if (Player.IsDead)
            {
                return;
            }

            var drawQ    = AIO_Menu.Champion.Drawings.Qrange;
            var drawW    = AIO_Menu.Champion.Drawings.Wrange;
            var drawE    = AIO_Menu.Champion.Drawings.Erange;
            var drawR    = AIO_Menu.Champion.Drawings.Rrange;
            var drawQQr  = AIO_Menu.Champion.Drawings.getCircleValue("QQ Safe Range");
            var drawEQ   = AIO_Menu.Champion.Drawings.getCircleValue("EQ Range");
            var QQTarget = TargetSelector.GetTarget(QQ.Range + Player.MoveSpeed * QQ.Delay, TargetSelector.DamageType.Magical);


            if (Q.IsReady() && drawQ.Active)
            {
                Render.Circle.DrawCircle(Player.Position, Q.Range, drawQ.Color);
            }

            if (EQ.IsReady() && drawEQ.Active)
            {
                Render.Circle.DrawCircle(Player.Position, EQ.Range, drawEQ.Color);
            }

            if (W.IsReady() && drawW.Active)
            {
                Render.Circle.DrawCircle(Player.Position, W.Range, drawW.Color);
            }

            if (E.IsReady() && drawE.Active)
            {
                Render.Circle.DrawCircle(Player.Position, E.Range, drawE.Color);
            }

            if (R.IsReady() && drawR.Active)
            {
                Render.Circle.DrawCircle(Player.Position, R.Range, drawR.Color);
            }

            if (QQ.IsReady() && drawQQr.Active && Player.HasBuff2("yasuoq3w") && QQTarget != null)
            {
                Render.Circle.DrawCircle(Player.Position, QQ.Range - QQTarget.MoveSpeed * QQ.Delay, drawQQr.Color);
            }
        }