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Function.StatusFlags.cs
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#nullable enable
public static partial class Functions
{
private static void SetStatus(AttackableUnit target, StatusFlags flags, bool src){}
private static bool GetStatus(AttackableUnit target, StatusFlags flags)
{
return default!;
}
public static void SetCallForHelpSuppresser(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.CallForHelpSuppressor, src);
}
public static void SetCanAttack(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.CanAttack, src);
}
public static void SetCanCast(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.CanCast, src);
}
public static void SetCanMove(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.CanMove, src);
}
public static void SetCanMoveEver(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.CanMoveEver, src);
}
public static void SetCharmed(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Charmed, src);
}
public static void SetDisableAmbientGold(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.DisableAmbientGold, src);
}
public static void SetDisarmed(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Disarmed, src);
}
public static void SetFeared(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Feared, src);
}
public static void SetForceRenderParticles(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.ForceRenderParticles, src);
}
public static void SetGhosted(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Ghosted, src);
}
public static void SetGhostProof(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.GhostProof, src);
}
public static void SetIgnoreCallForHelp(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.IgnoreCallForHelp, src);
}
public static void SetImmovable(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Immovable, src);
}
public static void SetInvulnerable(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Invulnerable, src);
}
public static void SetLifestealImmune(AttackableUnit target, bool src)
{
//TODO: Implement.
//SetStatus(target, StatusFlags.LifestealImmune, src);
}
public static void SetMagicImmune(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.MagicImmune, src);
}
public static void SetNearSight(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.NearSighted, src);
}
public static void SetNetted(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Netted, src);
}
public static void SetNoRender(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.NoRender, src);
}
public static void SetPacified(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Pacified, src);
}
public static void SetPhysicalImmune(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.PhysicalImmune, src);
}
public static void SetRevealSpecificUnit(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.RevealSpecificUnit, src);
}
public static void SetRooted(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Rooted, src);
}
public static void SetSilenced(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Silenced, src);
}
public static void SetSleep(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Sleep, src);
}
public static void SetStealthed(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Stealthed, src);
}
public static void SetStunned(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Stunned, src);
}
public static void SetSuppressCallForHelp(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.SuppressCallForHelp, src);
}
public static void SetSuppressed(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Suppressed, src);
}
public static void SetTargetable(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Targetable, src);
}
public static void SetTaunted(AttackableUnit target, bool src)
{
SetStatus(target, StatusFlags.Taunted, src);
}
public static bool GetCallForHelpSuppresser(AttackableUnit target)
{
return GetStatus(target, StatusFlags.CallForHelpSuppressor);
}
public static bool GetCanAttack(AttackableUnit target)
{
return GetStatus(target, StatusFlags.CanAttack);
}
public static bool GetCanCast(AttackableUnit target)
{
return GetStatus(target, StatusFlags.CanCast);
}
public static bool GetCanMove(AttackableUnit target)
{
return GetStatus(target, StatusFlags.CanMove);
}
public static bool GetCanMoveEver(AttackableUnit target)
{
return GetStatus(target, StatusFlags.CanMoveEver);
}
public static bool GetCharmed(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Charmed);
}
public static bool GetDisableAmbientGold(AttackableUnit target)
{
return GetStatus(target, StatusFlags.DisableAmbientGold);
}
public static bool GetDisarmed(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Disarmed);
}
public static bool GetFeared(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Feared);
}
public static bool GetForceRenderParticles(AttackableUnit target)
{
return GetStatus(target, StatusFlags.ForceRenderParticles);
}
public static bool GetGhosted(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Ghosted);
}
public static bool GetGhostProof(AttackableUnit target)
{
return GetStatus(target, StatusFlags.GhostProof);
}
public static bool GetIgnoreCallForHelp(AttackableUnit target)
{
return GetStatus(target, StatusFlags.IgnoreCallForHelp);
}
public static bool GetInvulnerable(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Invulnerable);
}
public static bool IsAutoCastOn(AttackableUnit target)
{
//TODO: Implement.
//return GetStatus(target, StatusFlags.IsAutoCastOn);
return false;
}
public static bool IsMoving(AttackableUnit target)
{
//TODO: Implement.
//return GetStatus(target, StatusFlags.IsMoving);
return false;
}
public static bool GetLifestealImmune(AttackableUnit target)
{
//TODO: Implement.
//return GetStatus(target, StatusFlags.LifestealImmune);
return false;
}
public static bool GetMagicImmune(AttackableUnit target)
{
return GetStatus(target, StatusFlags.MagicImmune);
}
public static bool GetNearSight(AttackableUnit target)
{
return GetStatus(target, StatusFlags.NearSighted);
}
public static bool GetNetted(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Netted);
}
public static bool GetNoRender(AttackableUnit target)
{
return GetStatus(target, StatusFlags.NoRender);
}
public static bool GetPacified(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Pacified);
}
public static bool GetPhysicalImmune(AttackableUnit target)
{
return GetStatus(target, StatusFlags.PhysicalImmune);
}
public static bool GetRevealSpecificUnit(AttackableUnit target)
{
return GetStatus(target, StatusFlags.RevealSpecificUnit);
}
public static bool GetRooted(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Rooted);
}
public static bool GetSilenced(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Silenced);
}
public static bool GetSleep(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Sleep);
}
public static bool GetStealthed(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Stealthed);
}
public static bool GetStunned(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Stunned);
}
public static bool GetSuppressCallForHelp(AttackableUnit target)
{
return GetStatus(target, StatusFlags.SuppressCallForHelp);
}
public static bool GetSuppressed(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Suppressed);
}
public static bool GetTargetable(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Targetable);
}
public static bool GetTaunted(AttackableUnit target)
{
return GetStatus(target, StatusFlags.Taunted);
}
}