/// <summary> /// Loads the range drawings. /// </summary> public static void Initialize() { if (GameObjects.Player.IsDead) { return; } Drawing.OnDraw += delegate { if (Vars.PassiveTarget.LSIsValidTarget() && Vars.getCheckBoxItem(Vars.DrawingsMenu, "p")) { Render.Circle.DrawCircle(Vars.PassiveTarget.Position, Vars.PassiveTarget.BoundingRadius, Color.LightGreen, 1); } if (Vars.Q.IsReady() && Vars.getCheckBoxItem(Vars.DrawingsMenu, "qc")) { foreach (var obj in ObjectManager.Get <Obj_AI_Base>().Where(m => m.LSIsValidTarget(Vars.Q.Range))) { var polygon = new Geometry.Sector( (Vector2)obj.ServerPosition, (Vector2)obj.ServerPosition.LSExtend(GameObjects.Player.ServerPosition, -(Vars.Q2.Range - Vars.Q.Range)), 40f * (float)Math.PI / 180f, (Vars.Q2.Range - Vars.Q.Range) - 50f); var target = GameObjects.EnemyHeroes.FirstOrDefault( t => !Invulnerable.Check(t) && t.LSIsValidTarget(Vars.Q2.Range - 50f) && ((Vars.PassiveTarget.LSIsValidTarget() && t.NetworkId == Vars.PassiveTarget.NetworkId) || !Targets.Minions.Any(m => !polygon.IsOutside((Vector2)m.ServerPosition)))); if (target != null) { polygon.Draw( !polygon.IsOutside((Vector2)target.ServerPosition) && !polygon.IsOutside( (Vector2)Movement.GetPrediction( target, GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay).UnitPosition) ? Color.Green : Color.Red); } } } }; }
/// <summary> /// Loads the range drawings. /// </summary> public static void Initialize() { if (GameObjects.Player.IsDead) { return; } Drawing.OnDraw += delegate { if (Vars.PassiveTarget.LSIsValidTarget() && Vars.getCheckBoxItem(Vars.DrawingsMenu, "p")) { Render.Circle.DrawCircle(Vars.PassiveTarget.Position, Vars.PassiveTarget.BoundingRadius, Color.LightGreen, 1); } if (Vars.Q.IsReady() && Vars.getCheckBoxItem(Vars.DrawingsMenu, "qc")) { foreach (var obj in ObjectManager.Get<Obj_AI_Base>().Where(m => m.LSIsValidTarget(Vars.Q.Range))) { var polygon = new Geometry.Sector( (Vector2)obj.ServerPosition, (Vector2)obj.ServerPosition.LSExtend(GameObjects.Player.ServerPosition, -(Vars.Q2.Range - Vars.Q.Range)), 40f * (float)Math.PI / 180f, (Vars.Q2.Range - Vars.Q.Range) - 50f); var target = GameObjects.EnemyHeroes.FirstOrDefault( t => !Invulnerable.Check(t) && t.LSIsValidTarget(Vars.Q2.Range - 50f) && ((Vars.PassiveTarget.LSIsValidTarget() && t.NetworkId == Vars.PassiveTarget.NetworkId) || !Targets.Minions.Any(m => !polygon.IsOutside((Vector2)m.ServerPosition)))); if (target != null) { polygon.Draw( !polygon.IsOutside((Vector2)target.ServerPosition) && !polygon.IsOutside( (Vector2)Movement.GetPrediction( target, GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay).UnitPosition) ? Color.Green : Color.Red); } } } }; }
/// <summary> /// Loads the range drawings. /// </summary> public static void Initialize() { if (GameObjects.Player.IsDead) { return; } Drawing.OnDraw += delegate { /// <summary> /// Loads the Passive Target drawing. /// </summary> if (MissFortune.PassiveTarget.IsValidTarget() && Vars.Menu["drawings"]["p"].GetValue <MenuBool>().Value) { Render.Circle.DrawCircle( MissFortune.PassiveTarget.Position, MissFortune.PassiveTarget.BoundingRadius, Color.LightGreen, 1); } /// <summary> /// Loads the Q Cone drawings. /// </summary> if (Vars.Q.IsReady() && Vars.Menu["drawings"]["qc"].GetValue <MenuBool>().Value) { foreach (var obj in ObjectManager.Get <Obj_AI_Base>() .Where(m => !(m is Obj_AI_Turret) && m.IsValidTarget(Vars.Q.Range))) { var polygon = new Geometry.Sector( (Vector2)obj.ServerPosition, (Vector2) obj.ServerPosition.Extend( GameObjects.Player.ServerPosition, -(Vars.Q2.Range - Vars.Q.Range)), 40f * (float)Math.PI / 180f, Vars.Q2.Range - Vars.Q.Range - 50f); var target = GameObjects.EnemyHeroes.FirstOrDefault( t => !Invulnerable.Check(t) && t.IsValidTarget(Vars.Q2.Range) && (t.NetworkId == MissFortune.PassiveTarget?.NetworkId || Targets.Minions.All(m => polygon.IsOutside((Vector2)m.ServerPosition)))); if (target != null) { polygon.Draw( !polygon.IsOutside((Vector2)target.ServerPosition) && !polygon.IsOutside( (Vector2) Movement.GetPrediction( target, GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay) .UnitPosition) ? Color.Green : Color.Red); } } } }; }