Пример #1
0
 static void CastE(Obj_AI_Base unit)
 {
     if (unit != null)
     {
         var predPos = DarkPrediction.LinearPrediction(myHero.Position, E.Data, (AIHeroClient)unit);
         if (predPos != DarkPrediction.empt && !DarkPrediction.CollisionChecker(predPos, myHero.Position, E.Data) && predPos.Distance(myHero) <= E.Data.Range && Game.Time > humanizer)
         {
             E.Data.Cast(predPos);
             humanizer = Game.Time + 0.2f + E.Data.Delay;
         }
     }
 }
Пример #2
0
 static void CastW(Obj_AI_Base unit)
 {
     if (unit != null)
     {
         var predPos = DarkPrediction.CirclerPrediction(W.Data, (AIHeroClient)unit, 0);
         if (predPos != DarkPrediction.empt && predPos.Distance(myHero) <= W.Data.Range && Game.Time > humanizer)
         {
             W.Data.Cast(predPos);
             humanizer = Game.Time + 0.2f + W.Data.Delay;
         }
     }
 }
Пример #3
0
        static void CastR(AIHeroClient unit)
        {
            int index = 2 + R.Data.Level - RData.Count;

            if (Game.GameTimeTickCount - RData.Delay[index] > myMenu.Get <MenuSlider>("R" + index.ToString()).CurrentValue&& unit != null)
            {
                var predPos = DarkPrediction.CirclerPrediction(R.Data, unit, 1);
                if (predPos != DarkPrediction.empt && predPos.Distance(myHero) <= R.Data.Range)
                {
                    R.Data.Cast(predPos);
                }
            }
        }
Пример #4
0
 static void CastQ(Obj_AI_Base unit)
 {
     if (unit != null)
     {
         if (!QData.Active)
         {
             Q.Data.Cast(Game.CursorPosition);
         }
         else
         {
             var predPos = DarkPrediction.CirclerPrediction(Q.Data, (AIHeroClient)unit, 1);
             if (predPos != DarkPrediction.empt && myHero.Distance(predPos) <= Q.Data.Range && Game.Time > humanizer)
             {
                 myHero.Spellbook.UpdateChargedSpell(Q.Data.Slot, predPos, true);
                 humanizer = Game.Time + 0.2f + Q.Data.Delay;
             }
         }
     }
 }