internal void Lock(bool checkDodge = true) { this.CollisionResult = Collision.GetCollisions(this.Input.From.ToVector2(), this.CastPosition, this.Input.SpellRange, this.Input.SpellWidth, this.Input.SpellDelay, this.Input.SpellMissileSpeed); this.CheckCollisions(); this.CheckOutofRange(checkDodge); }
public SpellAoeResult(Vector2 castpos, CollisionResult col, int hc) { CastPosition = castpos; CollisionResult = col; HitCount = hc; }
public PredictionResult(PredictionInput inp, AIBaseClient unit, Vector2 castpos, Vector2 unitpos, HitChance hc, CollisionResult col) { Input = inp; Unit = unit; CastPosition = castpos; UnitPosition = unitpos; HitChance = hc; CollisionResult = col; }