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May 30th, 2015
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  1. if 40 < os.clock() * 100 - LastCheck then
  2. local asd = nil
  3. local collision = collision and 0 or math.huge
  4. if skilltype == "line" then
  5. asd = LineSS(speed, range, width, delay * 1000, collision)
  6. elseif skilltype == "circle" then
  7. asd = CircleSS(speed, range, width, delay * 1000, collision)
  8. elseif skilltype == "cone" then
  9. asd = ConeSS(speed, range, width, delay * 1000, collision)
  10. end
  11. local state, pos, perc = nil, Vector(unit), nil
  12. if asd~=nil then
  13. local unit = DPTarget(unit)
  14. local hitchance = 2
  15. state, pos, perc = DP:predict(unit, asd, hitchance, Vector(from))
  16. if state == SkillShot.STATUS.SUCCESS_HIT then
  17. return pos, hitchance, perc
  18. end
  19. end
  20. LastCheck = os.clock() * 100
  21. return pos, -1, aoe and 1 or pos
  22. end
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