static void EscapeBlocker_OnDetectEscape(AIHeroClient sender, GameObjectEscapeDetectorEventArgs args) { if (!sender.IsEnemy) { return; } #region BLockFlashEscape /* * if (Menubool("BlockEscapeFlash") && sender.IsEnemy && * args.SpellData == "summonerflash") * { * if (Player.LSDistance(args.End) < Q.Range && Q.IsReady() && * Player.LSDistance(args.End) > E.Range) * { * Debug(args.End); * Debug("flash"); * * var predict = Q.GetPrediction(sender); * * if (predict.Hitchance != HitChance.Collision) * { * Debug("EscapeFlash"); * Q.Cast(args.End); * } * } * } */ #endregion #region BLockSpellsEscape if (args.SpellData == "summonerflash") { return; } if (Player.LSDistance(args.Start) < E.Range && E.IsReady() && Player.LSDistance(args.End) > E.Range && getCheckBoxItem(miscMenu, "BlockEscapeE")) { Debug(args.End); Debug("EscapeE"); Pull(sender); } /* * else if ((!E.IsReady() || Player.LSDistance(args.Start) > E.Range) && * Player.LSDistance(args.End) < Q.Range && Q.IsReady() && * Player.LSDistance(args.End) > E.Range && * Menubool("BlockEscapeQ")) * { * var predict = Q.GetPrediction(sender); * * if (predict.Hitchance != HitChance.Collision) * { * Debug(args.End); * Debug("EscapeQ"); * Q.Cast(args.End); * } * } */ #endregion }
static void EscapeBlocker_OnDetectEscape(AIHeroClient sender, GameObjectEscapeDetectorEventArgs args) { if (!sender.IsEnemy) return; #region BLockFlashEscape /* if (Menubool("BlockEscapeFlash") && sender.IsEnemy && args.SpellData == "summonerflash") { if (Player.LSDistance(args.End) < Q.Range && Q.IsReady() && Player.LSDistance(args.End) > E.Range) { Debug(args.End); Debug("flash"); var predict = Q.GetPrediction(sender); if (predict.Hitchance != HitChance.Collision) { Debug("EscapeFlash"); Q.Cast(args.End); } } } */ #endregion #region BLockSpellsEscape if (args.SpellData == "summonerflash") return; if (Player.LSDistance(args.Start) < E.Range && E.IsReady() && Player.LSDistance(args.End) > E.Range && getCheckBoxItem(miscMenu, "BlockEscapeE")) { Debug(args.End); Debug("EscapeE"); Pull(sender); } /* else if ((!E.IsReady() || Player.LSDistance(args.Start) > E.Range) && Player.LSDistance(args.End) < Q.Range && Q.IsReady() && Player.LSDistance(args.End) > E.Range && Menubool("BlockEscapeQ")) { var predict = Q.GetPrediction(sender); if (predict.Hitchance != HitChance.Collision) { Debug(args.End); Debug("EscapeQ"); Q.Cast(args.End); } } */ #endregion }