public void Find() { if (sleeper.Sleeping) { return; } if (locked && Target != null && Target.IsAlive) { return; } Target = Heroes.GetByTeam(Variable.EnemyTeam) .Where( x => x.IsValid && x.IsAlive && !x.IsIllusion && x.IsVisible && x.Distance2D(Game.MousePosition) < 2000) .MinOrDefault(x => x.Distance2D(Game.MousePosition)); sleeper.Sleep(100); }
public void OnlyBearLastHitExecute() { Update(); setAutoAttackMode(); if (!Variable.OnlyBearLastHitActive) { return; } if (!anyCreepsAround(Bear)) { return; } //Hero Control if (Bear.Distance2D(Me) > 1100) { if (Utils.SleepCheck("Move")) { Me.Move(Bear.Position); Utils.Sleep(100, "Move"); } } else { if (Utils.SleepCheck("Hold")) { Me.Hold(); Utils.Sleep(100, "Hold"); } } //Bear Control getLowestHpCreep(Bear, 1000); if (_LowestHpCreep == null) { return; } getKillableCreep(_LowestHpCreep, true); if (_creepTarget == null) { return; } if (_creepTarget.IsValid && _creepTarget.IsVisible && _creepTarget.IsAlive) { var damageThreshold = GetDamangeOnUnit(Bear, _creepTarget, 0); var numOfMeleeOnKillable = MeleeCreepsAttackKillableTarget(_creepTarget); var numOfRangedOnKillable = RangedCreepsAttackKillableTarget(_creepTarget); if (numOfMeleeOnKillable + numOfRangedOnKillable != 0) { if (_creepTarget.Distance2D(Bear) <= Bear.AttackRange) { //bear can attack if (_creepTarget.Health < damageThreshold) { // if attack below killable dmg, instant attack it if (Bear.CanAttack()) { Bear.Attack(_creepTarget); } } else if (_creepTarget.Health < damageThreshold * 2.5 && _creepTarget.Health > damageThreshold && Utils.SleepCheck("A-Stop")) { // Attack-Hold Bear.Attack(_creepTarget); Bear.Hold(); Utils.Sleep(100, "A-Stop"); } } else { if (Utils.SleepCheck("Follow")) { Bear.Follow(_LowestHpCreep); Utils.Sleep(100, "Follow"); } } } else { Console.WriteLine("no one is attacking"); //no one is hitting that creeps, go ahead and kill it if (Bear.CanAttack() && _creepTarget.Health <= 1.5 * damageThreshold) { Bear.Attack(_creepTarget); bearAttackSleeper.Sleep(100); } } } }
public void Pause(float duration) { sleeper.Sleep(duration); }