private bool QMaxRangeHit(Obj_AI_Hero target) { var delay = Q.ChargeDuration / 1000f * ((Q.Range - Q.ChargedMinRange) / (Q.ChargedMaxRange - Q.ChargedMinRange)); return (Utils.PositionAfter( target, delay + (Player.Distance(target) - Q.Width - target.BoundingRadius * 0.75f) / Q.Speed + Game.Ping / 2000f, target.MoveSpeed).Distance(Player) < Q.ChargedMaxRange); }