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);
 }