private static bool IsValidTarget(Obj_AI_Base target, float range, DamageType damageType, bool ignoreShieldSpells = true, Vector3?rangeCheckFrom = null) { return(target.IsValidTarget() && target.Distance4(rangeCheckFrom ?? ObjectManager.Player.ServerPosition, true) < Math.Pow(range <= 0 ? Orbwalking.GetRealAutoAttackRange(target) : range, 2) && !IsInvulnerable(target, damageType, ignoreShieldSpells)); }
private static bool IsValidTarget(Obj_AI_Base target, float range, DamageType damageType, bool ignoreShieldSpells = true, Vector3? rangeCheckFrom = null) { return target.IsValidTarget() && target.Distance4(rangeCheckFrom ?? ObjectManager.Player.ServerPosition, true) < Math.Pow(range <= 0 ? Orbwalking.GetRealAutoAttackRange(target) : range, 2) && !IsInvulnerable(target, damageType, ignoreShieldSpells); }