public void AddSkillshot(EvadeSkillshot skillshot, bool isProcessSpell = false, bool triggerEvent = true) { if (LimitDetectionRange && skillshot.GetPosition().Distance(Player.Instance, true) > (2 * skillshot.SpellData.Range).Pow()) { return; } if (SkillshotActivationDelay <= 10) { skillshot.IsActive = true; } DetectedSkillshots.Add(skillshot); if (triggerEvent && EvadeMenu.IsSkillshotEnabled(skillshot)) { if (OnSkillshotDetected != null) { OnSkillshotDetected(skillshot, isProcessSpell); } if (OnUpdateSkillshots != null) { OnUpdateSkillshots(skillshot, false, isProcessSpell); } } }
public static bool IsSkillshotW(EvadeSkillshot skillshot) { if (!(skillshot is LinearMissileSkillshot)) { return(false); } var valueBase = SkillshotMenu[skillshot + "/wEvade"]; return(valueBase != null && valueBase.Cast <CheckBox>().CurrentValue); }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List <Geometry.Polygon>(); StatusText = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); StatusText = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public void AddSkillshot(EvadeSkillshot skillshot, bool isProcessSpell = false, bool triggerEvent = true) { if (LimitDetectionRange && !skillshot.SpellData.IsGlobal && skillshot.GetPosition().Distance(Player.Instance, true) > (2*skillshot.SpellData.Range).Pow()) { return; } if (SkillshotActivationDelay <= 10) skillshot.IsActive = true; DetectedSkillshots.Add(skillshot); if (triggerEvent && EvadeMenu.IsSkillshotEnabled(skillshot)) { if (OnSkillshotDetected != null) OnSkillshotDetected(skillshot, isProcessSpell); if (OnUpdateSkillshots != null) OnUpdateSkillshots(skillshot, false, isProcessSpell); } }
private void OnSkillshotActivation(EvadeSkillshot skillshot) { CacheSkillshots(); }
private void OnUpdateSkillshots(EvadeSkillshot skillshot, bool remove, bool isProcessSpell) { CacheSkillshots(); }
public static bool IsSkillshotDrawingEnabled(EvadeSkillshot skillshot) { var valueBase = SkillshotMenu[skillshot + "/draw"]; return(valueBase != null && valueBase.Cast <CheckBox>().CurrentValue); }
private void OnSkillshotDeleted(EvadeSkillshot skillshot) { }
private void OnSkillshotDetected(EvadeSkillshot skillshot, bool isProcessSpell) { }
public static bool IsSkillshotW(EvadeSkillshot skillshot) { if (skillshot is CircularMissileSkillshot) return false; var valueBase = SkillshotMenu[skillshot + "/w"]; return valueBase != null && valueBase.Cast<CheckBox>().CurrentValue; }
public static bool IsSkillshotDrawingEnabled(EvadeSkillshot skillshot) { var valueBase = SkillshotMenu[skillshot + "/draw"]; return valueBase != null && valueBase.Cast<CheckBox>().CurrentValue; }