protected RotationShot createRotationShot(Shots type) { RotationShot shot = new RotationShot(); switch (type) { case Shots.SteadyShot: //shot.casttime = (calculatedStats.SteadySpeed < 1.5 ? 1.5 : calculatedStats.SteadySpeed) + options.Latency; shot.cooldown = 0.0; shot.type = Shots.SteadyShot; break; case Shots.SerpentSting: shot.casttime = 1.5 + options.Latency; shot.cooldown = 15.0; shot.type = Shots.SerpentSting; break; case Shots.MultiShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 10.0; shot.type = Shots.MultiShot; break; case Shots.ExplosiveShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 6.0; shot.type = Shots.ExplosiveShot; break; //case Shots.ChimeraShot_Serpent: // shot.casttime = 1.5 + options.Latency; // shot.cooldown = 10.0; // shot.type = Shots.ChimeraShot_Serpent; // break; case Shots.ArcaneShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 6.0; shot.type = Shots.ArcaneShot; break; case Shots.AimedShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 10.0; shot.type = Shots.AimedShot; break; } return(shot); }
protected RotationShot createRotationShot(Shots type) { RotationShot shot = new RotationShot(); switch (type) { case Shots.SteadyShot: //shot.casttime = (calculatedStats.SteadySpeed < 1.5 ? 1.5 : calculatedStats.SteadySpeed) + options.Latency; shot.cooldown = 0.0; shot.type = Shots.SteadyShot; break; case Shots.SerpentSting: shot.casttime = 1.5 + options.Latency; shot.cooldown = 15.0; shot.type = Shots.SerpentSting; break; case Shots.MultiShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 10.0; shot.type = Shots.MultiShot; break; case Shots.ExplosiveShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 6.0; shot.type = Shots.ExplosiveShot; break; //case Shots.ChimeraShot_Serpent: // shot.casttime = 1.5 + options.Latency; // shot.cooldown = 10.0; // shot.type = Shots.ChimeraShot_Serpent; // break; case Shots.ArcaneShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 6.0; shot.type = Shots.ArcaneShot; break; case Shots.AimedShot: shot.casttime = 1.5 + options.Latency; shot.cooldown = 10.0; shot.type = Shots.AimedShot; break; } return shot; }