/// <summary> /// Checks if attack is currently on cooldown /// </summary> /// <param name="target"></param> /// <param name="bonusWindupMs"></param> /// <returns></returns> public static bool AttackOnCooldown(Entity target = null, float bonusWindupMs = 0) { if (me == null) { return(false); } var turnTime = 0d; if (target != null) { turnTime = me.GetTurnTime(target); } //Console.WriteLine(turnTime*1000); return((LastAttackStart + UnitDatabase.GetAttackRate(me) * 1000 - Game.Ping - turnTime * 1000 - 75 + bonusWindupMs) > tick); }