public static bool HasTime(this ArcDPSEnums.StateChange state) { return(state == ArcDPSEnums.StateChange.None || state == ArcDPSEnums.StateChange.EnterCombat || state == ArcDPSEnums.StateChange.ExitCombat || state == ArcDPSEnums.StateChange.ChangeUp || state == ArcDPSEnums.StateChange.ChangeDead || state == ArcDPSEnums.StateChange.ChangeDown || state == ArcDPSEnums.StateChange.Spawn || state == ArcDPSEnums.StateChange.Despawn || state == ArcDPSEnums.StateChange.HealthUpdate || state == ArcDPSEnums.StateChange.WeaponSwap || state == ArcDPSEnums.StateChange.MaxHealthUpdate || state == ArcDPSEnums.StateChange.BuffInitial || state == ArcDPSEnums.StateChange.Position || state == ArcDPSEnums.StateChange.Velocity || state == ArcDPSEnums.StateChange.Rotation || state == ArcDPSEnums.StateChange.TeamChange || state == ArcDPSEnums.StateChange.AttackTarget || state == ArcDPSEnums.StateChange.Targetable || state == ArcDPSEnums.StateChange.StackActive || state == ArcDPSEnums.StateChange.StackReset || state == ArcDPSEnums.StateChange.Reward || state == ArcDPSEnums.StateChange.BreakbarState || state == ArcDPSEnums.StateChange.BreakbarPercent); }
public static bool DstIsAgent(this ArcDPSEnums.StateChange state) { return(state == ArcDPSEnums.StateChange.None || state == ArcDPSEnums.StateChange.AttackTarget); }
public static bool IsSpawn(this ArcDPSEnums.StateChange state) { return(state == ArcDPSEnums.StateChange.None || state == ArcDPSEnums.StateChange.Position || state == ArcDPSEnums.StateChange.Velocity || state == ArcDPSEnums.StateChange.Rotation || state == ArcDPSEnums.StateChange.MaxHealthUpdate || state == ArcDPSEnums.StateChange.Spawn || state == ArcDPSEnums.StateChange.TeamChange); }