private void DodgeSkillShots()
        {
            if (!Situation.ShouldDodge())
            {
                isDodging = false;
                return;
            }

            /*
             * if (isDodging && playerInDanger == false) //serverpos test
             * {
             *  myHero.IssueOrder(GameObjectOrder.HoldPosition, myHero, false);
             * }*/

            if (isDodging)
            {
                if (lastPosInfo != null)
                {
                    /*foreach (KeyValuePair<int, Spell> entry in SpellDetector.spells)
                     * {
                     *  Spell spell = entry.Value;
                     *
                     *  Game.PrintChat("" + (int)(GetTickCount()-spell.startTime));
                     * }*/


                    Vector2 lastBestPosition = lastPosInfo.position;

                    if (menu.SubMenu("MiscSettings").Item("RecalculatePosition").GetValue <bool>())//recheck path
                    {
                        var path = myHero.Path;
                        if (path.Length > 0)
                        {
                            var movePos = path[path.Length - 1].To2D();

                            if (movePos.Distance(lastPosInfo.position) < 5) //more strict checking
                            {
                                var posInfo = EvadeHelper.CanHeroWalkToPos(movePos, myHero.MoveSpeed, 0, 0, false);
                                if (EvadeHelper.isSamePosInfo(posInfo, lastPosInfo) && posInfo.posDangerCount > lastPosInfo.posDangerCount)
                                {
                                    var newPosInfo = EvadeHelper.GetBestPosition();
                                    if (newPosInfo.posDangerCount < posInfo.posDangerCount)
                                    {
                                        lastPosInfo = newPosInfo;
                                        CheckHeroInDanger();
                                    }
                                    else if (EvadeSpell.PreferEvadeSpell())
                                    {
                                        lastPosInfo = EvadeHelper.SetAllUndodgeable();
                                        EvadeSpell.UseEvadeSpell(); //using spells)
                                    }
                                }
                            }
                        }
                    }

                    EvadeCommand.MoveTo(lastBestPosition);
                }
            }
            else //if not dodging
            {
                //Check if hero will walk into a skillshot
                var path = myHero.Path;
                if (path.Length > 0)
                {
                    var movePos = path[path.Length - 1].To2D();

                    if (EvadeHelper.CheckMovePath(movePos))
                    {
                        var posInfo = EvadeHelper.GetBestPositionMovementBlock(movePos);
                        if (posInfo != null)
                        {
                            EvadeCommand.MoveTo(posInfo.position);
                        }
                        return;
                    }
                }
            }
        }