public static bool InCatchRadius(Axe a) { var mode = Program.Config.Item("catchRadiusMode").GetValue <StringList>().SelectedIndex; switch (mode) { case 1: var b = new Geometry.Sector( Player.Position.To2D(), Game.CursorPos.To2D() - Player.Position.To2D(), Program.Config.Item("sectorAngle").GetValue <Slider>().Value *(float)Math.PI / 180, Program.Config.Item("catchRadius").GetValue <Slider>().Value).ToPolygon() .IsOutside(a.AxeObj.Position.Extend(Game.CursorPos, 30).To2D()); return(!b); default: return(a.AxeObj.Position.Distance(Game.CursorPos) < Program.Config.Item("catchRadius").GetValue <Slider>().Value); } }
public static bool InCatchRadius(Axe a) { var mode = Program.Config.Item("catchRadiusMode").GetValue<StringList>().SelectedIndex; switch (mode) { case 1: var b = new Geometry.Sector(Player.Position.To2D(), Game.CursorPos.To2D() - Player.Position.To2D(), Program.Config.Item("sectorAngle").GetValue<Slider>().Value * (float)Math.PI / 180, Program.Config.Item("catchRadius").GetValue<Slider>().Value).ToPolygon() .IsOutside(a.AxeObj.Position.Extend(Game.CursorPos, 30).To2D()); return !b; default: return a.AxeObj.Position.Distance(Game.CursorPos) < Program.Config.Item("catchRadius").GetValue<Slider>().Value; } }