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- if 40 < os.clock() * 100 - LastCheck then
- local asd = nil
- local collision = collision and 0 or math.huge
- if skilltype == "line" then
- asd = LineSS(speed, range, width, delay * 1000, collision)
- elseif skilltype == "circle" then
- asd = CircleSS(speed, range, width, delay * 1000, collision)
- elseif skilltype == "cone" then
- asd = ConeSS(speed, range, width, delay * 1000, collision)
- end
- local state, pos, perc = nil, Vector(unit), nil
- if asd~=nil then
- local unit = DPTarget(unit)
- local hitchance = 2
- state, pos, perc = DP:predict(unit, asd, hitchance, Vector(from))
- if state == SkillShot.STATUS.SUCCESS_HIT then
- return pos, hitchance, perc
- end
- end
- LastCheck = os.clock() * 100
- return pos, -1, aoe and 1 or pos
- end
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