//return asap to check the most amount of times bool SecondEChecker(Obj_AI_Hero target) { if (LissUtils.isHealthy() && LissEMissile != null && E.IsReady()) { if (Vector2.Distance(MissilePosition, target.ServerPosition.To2D()) < Vector3.Distance(player.ServerPosition, target.ServerPosition) && !LissUtils.PointUnderEnemyTurret(MissilePosition) && Vector3.Distance(target.ServerPosition, LissEMissile.EndPosition) > Vector3.Distance(player.ServerPosition, target.ServerPosition)) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } var Enemiesatpoint = LissEMissile.Position.GetEnemiesInRange(R.Range); var enemiesatpointR = Enemiesatpoint.Count; if ((enemiesatpointR >= 2 && SpellSlot.R.IsReady()) || (Enemiesatpoint.Any(e => IsKillableFromPoint(e, LissEMissile.Position) && Vector3.Distance(LissEMissile.Position, e.ServerPosition) < Vector3.Distance(player.ServerPosition, e.ServerPosition)))) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } var enemiesatpointW = LissEMissile.Position.CountEnemiesInRange(W.Range); if (enemiesatpointW >= 2 && SpellSlot.W.IsReady()) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } } return(false); }
//return asap to check the most amount of times bool SecondEChecker(AIHeroClient target) { if (LissUtils.isHealthy() && LissEMissile != null && E.IsReady()) { if (Vector2.Distance(MissilePosition, target.ServerPosition.To2D()) < Vector3.Distance(player.ServerPosition, target.ServerPosition) && !LissUtils.PointUnderEnemyTurret(MissilePosition) && Vector3.Distance(target.ServerPosition, LissEMissile.EndPosition) > Vector3.Distance(player.ServerPosition, target.ServerPosition)) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } var enemiesatpoint = EntityManager.Heroes.Enemies.Where(x => !x.IsDead && x.IsInRange(ObjectManager.Player.ServerPosition, R.Range)); var enemiesatpointR = enemiesatpoint.Count(); if (enemiesatpointR >= 2 && R.IsReady() || enemiesatpoint.Any(e => IsKillableFromPoint(e, LissEMissile.Position) && Vector3.Distance(LissEMissile.Position, e.ServerPosition) < Vector3.Distance(player.ServerPosition, e.ServerPosition))) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } var enemiesatpointW = LissEMissile.Position.CountEnemiesInRange(W.Range); if (enemiesatpointW >= 2 && W.IsReady()) { if (safeGap(LissEMissile.Position.To2D())) { E.Cast(); return(true); } } } return(false); }