示例#1
0
        /// <summary>
        ///     Detects the spells that have missile and are casted from fow.
        /// </summary>
        public static void GameOnOnGameProcessPacket(GamePacketEventArgs args)
        {
            //Gets received when a projectile is created.
            if (args.PacketData[0] == 0x3B)
            {
                var packet = new GamePacket(args.PacketData);

                packet.Position = 1;

                packet.ReadFloat(); //Missile network ID

                var missilePosition = new Vector3(packet.ReadFloat(), packet.ReadFloat(), packet.ReadFloat());
                var unitPosition = new Vector3(packet.ReadFloat(), packet.ReadFloat(), packet.ReadFloat());

                packet.Position = packet.Size() - 119;
                var missileSpeed = packet.ReadFloat();

                packet.Position = 65;
                var endPos = new Vector3(packet.ReadFloat(), packet.ReadFloat(), packet.ReadFloat());

                packet.Position = 112;
                var id = packet.ReadByte();

                packet.Position = packet.Size() - 83;

                var unit = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(packet.ReadInteger());
                if ((!unit.IsValid || unit.Team == ObjectManager.Player.Team))
                {
                    return;
                }

                var spellData = SpellDatabase.GetBySpeed(unit.ChampionName, (int)missileSpeed, id);

                if (spellData == null)
                {
                    return;
                }
                if (spellData.SpellName != "Laser")
                {
                    return;
                }
                var castTime = Environment.TickCount - Game.Ping / 2 - spellData.Delay
                               - (int)
                                 (1000 * missilePosition.SwitchYZ().To2D().Distance(unitPosition.SwitchYZ())
                                  / spellData.MissileSpeed);

                //Trigger the skillshot detection callbacks.
                TriggerOnDetectSkillshot(
                    DetectionType.RecvPacket,
                    spellData,
                    castTime,
                    unitPosition.SwitchYZ().To2D(),
                    endPos.SwitchYZ().To2D(),
                    unit);
            }
        }
示例#2
0
 public static void DrawLine(Line line, Vector3 from, Vector3 to, ColorBGRA color, Size size = default(Size), float[] scale = null, float rotation = 0.0f)
 {
     if (line != null)
     {
         from = from.SwitchYZ();
         to = to.SwitchYZ();
         Matrix nMatrix = (scale != null ? Matrix.Scaling(scale[0], scale[1], 0) : Matrix.Scaling(1)) *
                          Matrix.RotationZ(rotation) * Matrix.Translation(from);
         Vector3[] vec = { from, to };
         line.DrawTransform(vec, nMatrix, color);
     }
 }
示例#3
0
        public static void DrawLine(Vector3 from, Vector3 to, System.Drawing.Color color)
        {
            var vertices = new PositionColored[2];
            vertices[0] = new PositionColored(Vector3.Zero, color.ToArgb());
            from = from.SwitchYZ();
            to = to.SwitchYZ();
            vertices[1] = new PositionColored(to - from, color.ToArgb());

            InternalRender(from);

            Drawing.Direct3DDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices.Length / 2, vertices);
        }
示例#4
0
            /// <summary>
            /// Draws the circle.
            /// </summary>
            /// <param name="position">The position.</param>
            /// <param name="radius">The radius.</param>
            /// <param name="color">The color.</param>
            /// <param name="width">The width.</param>
            /// <param name="zDeep">if set to <c>true</c> the circle will be drawn with depth buffering.</param>
            public static void DrawCircle(Vector3 position, float radius, Color color, int width = 5, bool zDeep = false)
            {
                try
                {
                    if (Device == null || Device.IsDisposed)
                    {
                        return;
                    }

                    if (_vertices == null)
                    {
                        CreateVertexes();
                    }

                    if (_vertices == null || _vertices.IsDisposed || _vertexDeclaration.IsDisposed || _effect.IsDisposed ||
                        _technique.IsDisposed)
                    {
                        return;
                    }

                    var olddec = Device.VertexDeclaration;

                    _effect.Technique = _technique;

                    _effect.Begin();
                    _effect.BeginPass(0);
                    _effect.SetValue(
                        "ProjectionMatrix", Matrix.Translation(position.SwitchYZ()) * Drawing.View * Drawing.Projection);
                    _effect.SetValue(
                        "CircleColor", new Vector4(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f));
                    _effect.SetValue("Radius", radius);
                    _effect.SetValue("Border", 2f + width);
                    _effect.SetValue("zEnabled", zDeep);

                    Device.SetStreamSource(0, _vertices, 0, Utilities.SizeOf<Vector4>() * 2);
                    Device.VertexDeclaration = _vertexDeclaration;

                    Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);

                    _effect.EndPass();
                    _effect.End();

                    Device.VertexDeclaration = olddec;
                }
                catch (Exception e)
                {
                    _vertices = null;
                    Console.WriteLine(@"DrawCircle: " + e);
                }
            }
示例#5
0
        public static void GameOnOnGameProcessPacket(GamePacketEventArgs args)
        {
            if (args.PacketData[0] == 0x3B)
            {
                var packet = new GamePacket(args.PacketData) { Position = 1 };


                packet.Read<float>(); //Missile network ID

                var missilePosition = new Vector3(packet.Read<float>(), packet.Read<float>(), packet.Read<float>());
                var unitPosition = new Vector3(packet.Read<float>(), packet.Read<float>(), packet.Read<float>());

                packet.Position = packet.Data.Length - 119;
                var missileSpeed = packet.Read<float>();

                packet.Position = 65;
                var endPos = new Vector3(packet.Read<float>(), packet.Read<float>(), packet.Read<float>());

                packet.Position = 112;
                var id = packet.Read<byte>();

                packet.Position = packet.Data.Length - 83;

                var unit = ObjectManager.GetUnitByNetworkId<AIHeroClient>(packet.Read<uint>());
                if ((!unit.IsValid || unit.Team == ObjectManager.Player.Team))
                {
                    return;
                }

                var spellData = SpellDatabase.GetBySpeed(unit.ChampionName, (int) missileSpeed, id);

                if (spellData == null)
                {
                    return;
                }
                if (spellData.SpellName != "Laser")
                {
                    return;
                }
                var castTime = Environment.TickCount - Game.Ping / 2 - spellData.Delay -
                               (int)
                                   (1000 * Geometry.SwitchYZ(missilePosition).To2D().Distance(Geometry.SwitchYZ(unitPosition)) /
                                    spellData.MissileSpeed);

                TriggerOnDetectSkillshot(
                    DetectionType.RecvPacket, spellData, castTime, unitPosition.SwitchYZ().To2D(),
                    endPos.SwitchYZ().To2D(), unit);
            }
        }
示例#6
0
            public static void DrawCircle(Vector3 position, float radius, Color color, int width = 1, bool zDeep = false)
            {
                if (_vertices == null)
                {
                    const float x = 6000f;
                    _vertices = new VertexBuffer(
                        Drawing.Direct3DDevice, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None,
                        Pool.Managed);

                    _vertices.Lock(0, 0, LockFlags.None).WriteRange(
                        new[]
                        {
                            //T1
                            new Vector4(-x, 0f, -x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(),
                            new Vector4(x, 0f, -x, 1.0f), new Vector4(),

                            //T2
                            new Vector4(x, 0f, x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(),
                            new Vector4(x, 0f, -x, 1.0f), new Vector4()
                        });
                    _vertices.Unlock();

                    _vertexElements = new[]
                    {
                        new VertexElement(
                            0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                        new VertexElement(
                            0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                        VertexElement.VertexDeclarationEnd
                    };

                    _vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice, _vertexElements);

                    #region Effect

                    try
                    {
                        /*
                        _effect = Effect.FromString(Drawing.Direct3DDevice, @"
                        struct VS_S
                         {
                             float4 Position : POSITION;
                             float4 Color : COLOR0;
                             float4 Position3D : TEXCOORD0;
                         };

                         float4x4 ProjectionMatrix;
                         float4 CircleColor;
                         float Radius;
                         float Border;
                         bool zEnabled;
                         VS_S VS( VS_S input )
                         {
                             VS_S output = (VS_S)0;

                             output.Position = mul(input.Position, ProjectionMatrix);
                             output.Color = input.Color;
                             output.Position3D = input.Position;
                             return output;
                         }

                         float4 PS( VS_S input ) : COLOR
                         {
                             VS_S output = (VS_S)0;
                             output = input;

                             float4 v = output.Position3D;
                             float distance = Radius - sqrt(v.x * v.x + v.z*v.z); // Distance to the circle arc.

                             output.Color.x = CircleColor.x;
                             output.Color.y = CircleColor.y;
                             output.Color.z = CircleColor.z;

                             if(distance < Border && distance > -Border)
                             {
                                 output.Color.w = (CircleColor.w - CircleColor.w * abs(distance * 1.75 / Border));
                             }
                             else
                             {
                                 output.Color.w = 0;
                             }

                             if(Border < 1 && distance >= 0)
                             {
                                 output.Color.w = CircleColor.w;
                             }

                             return output.Color;
                         }

                         technique Main {
                             pass P0 {
                                 ZEnable = zEnabled;
                                 AlphaBlendEnable = TRUE;
                                 DestBlend = INVSRCALPHA;
                                 SrcBlend = SRCALPHA;
                                 VertexShader = compile vs_2_0 VS();
                                 PixelShader  = compile ps_2_0 PS();
                             }
                         }", ShaderFlags.None);
                        */
                        var compiledEffect = new byte[]
                        {
                            0x01, 0x09, 0xFF, 0xFE, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
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                            0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43,
                            0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35,
                            0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x0C, 0x00, 0x50, 0x52, 0x53, 0x49,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFE,
                            0xFF, 0x1A, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, 0xBF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0xFE, 0xFF, 0x1F, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x03, 0x00, 0x00, 0x00, 0x01,
                            0x00, 0x30, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x01, 0x00, 0x40, 0xA0, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00,
                            0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
                            0x03, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00,
                            0x00, 0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00, 0x51,
                            0x00, 0x00, 0x05, 0x06, 0x00, 0x0F, 0xA0, 0x00, 0x00, 0xE0, 0x3F, 0x00, 0x00, 0x00, 0x80,
                            0x00, 0x00, 0x80, 0xBF, 0x00, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x80, 0x00, 0x00, 0x07, 0xB0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00,
                            0xAA, 0xB0, 0x00, 0x00, 0xAA, 0xB0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00,
                            0x00, 0x00, 0xB0, 0x00, 0x00, 0x00, 0xB0, 0x00, 0x00, 0xFF, 0x80, 0x07, 0x00, 0x00, 0x02,
                            0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01,
                            0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00,
                            0x00, 0x81, 0x04, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00,
                            0x00, 0x00, 0x81, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80,
                            0x00, 0x00, 0x55, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x06, 0x00, 0xAA, 0xA0, 0x02, 0x00, 0x00,
                            0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00,
                            0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x00,
                            0x00, 0x55, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0x00, 0x80,
                            0x06, 0x00, 0x00, 0xA0, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00,
                            0x80, 0x06, 0x00, 0xAA, 0xA0, 0x06, 0x00, 0x55, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x08, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x01,
                            0x00, 0x00, 0xA0, 0x00, 0x00, 0xFF, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
                            0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x00, 0x00, 0x00, 0xA0, 0x23, 0x00, 0x00,
                            0x02, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00,
                            0x04, 0x80, 0x03, 0x00, 0xFF, 0xA0, 0x00, 0x00, 0xAA, 0x81, 0x03, 0x00, 0xFF, 0xA0, 0x58,
                            0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80, 0x06, 0x00, 0xFF, 0xA0,
                            0x00, 0x00, 0xAA, 0x80, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00,
                            0x80, 0x00, 0x00, 0x55, 0x80, 0x03, 0x00, 0xFF, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x07, 0x80, 0x02, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0F, 0x80, 0x00,
                            0x00, 0xE4, 0x80, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0xFF, 0xFF, 0xFF, 0xFF, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x01, 0x00,
                            0x00, 0x00, 0x02, 0xFE, 0xFF, 0xFE, 0xFF, 0x34, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00,
                            0x00, 0x00, 0x9B, 0x00, 0x00, 0x00, 0x00, 0x02, 0xFE, 0xFF, 0x01, 0x00, 0x00, 0x00, 0x1C,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x94, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00,
                            0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00,
                            0x00, 0x50, 0x72, 0x6F, 0x6A, 0x65, 0x63, 0x74, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72,
                            0x69, 0x78, 0x00, 0xAB, 0xAB, 0xAB, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x01,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x76, 0x73, 0x5F, 0x32,
                            0x5F, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52,
                            0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43,
                            0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35,
                            0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1F, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
                            0x00, 0x00, 0x0F, 0x90, 0x1F, 0x00, 0x00, 0x02, 0x0A, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0F,
                            0x90, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x00, 0x00,
                            0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x01,
                            0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xC0, 0x00, 0x00, 0xE4, 0x90,
                            0x02, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0xC0, 0x00, 0x00, 0xE4,
                            0x90, 0x03, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xD0, 0x01, 0x00,
                            0xE4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xE0, 0x00, 0x00, 0xE4, 0x90, 0xFF,
                            0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00, 0x00, 0x02, 0x58,
                            0x46, 0xFE, 0xFF, 0x25, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00, 0x00, 0x00, 0x5F, 0x00,
                            0x00, 0x00, 0x00, 0x02, 0x58, 0x46, 0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00,
                            0x01, 0x00, 0x20, 0x5C, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x01, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E,
                            0x61, 0x62, 0x6C, 0x65, 0x64, 0x00, 0xAB, 0xAB, 0xAB, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00,
                            0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x78, 0x00, 0x4D,
                            0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C,
                            0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69,
                            0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33, 0x31,
                            0x31, 0x31, 0x00, 0xFE, 0xFF, 0x02, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x00, 0x00, 0x00, 0x00,
                            0xFE, 0xFF, 0x0C, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
                            0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0,
                            0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00
                        };
                        _effect = Effect.FromMemory(Drawing.Direct3DDevice, compiledEffect, ShaderFlags.None);
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine(e);
                        return;
                    }

                    #endregion

                    _technique = _effect.GetTechnique(0);

                    Drawing.OnPreReset += delegate { _effect.OnLostDevice(); };
                    Drawing.OnPostReset += delegate { _effect.OnResetDevice(); };
                    AppDomain.CurrentDomain.DomainUnload += delegate
                    {
                        _effect.Dispose();
                        _vertices.Dispose();
                        _vertexDeclaration.Dispose();
                    };
                }

                if (_vertices.IsDisposed || _vertexDeclaration.IsDisposed || _effect.IsDisposed)
                {
                    return;
                }

                var olddec = Drawing.Direct3DDevice.VertexDeclaration;

                _effect.Technique = _technique;

                _effect.Begin();
                _effect.BeginPass(0);
                _effect.SetValue(
                    "ProjectionMatrix", Matrix.Translation(position.SwitchYZ()) * Drawing.View * Drawing.Projection);
                _effect.SetValue(
                    "CircleColor", new Vector4(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f));
                _effect.SetValue("Radius", radius);
                _effect.SetValue("Border", 2f + width);
                _effect.SetValue("zEnabled", zDeep);

                Drawing.Direct3DDevice.SetStreamSource(0, _vertices, 0, Utilities.SizeOf<Vector4>() * 2);
                Drawing.Direct3DDevice.VertexDeclaration = _vertexDeclaration;

                Drawing.Direct3DDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);

                _effect.EndPass();
                _effect.End();

                Drawing.Direct3DDevice.VertexDeclaration = olddec;
            }