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GameObjectCharacterState.cs
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132 lines (113 loc) · 4.06 KB
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using System;
namespace LeagueSharp
{
/// <summary>
/// GameObjectCharacterState enum, holds types of states for the character (champion).
/// </summary>
[Flags]
public enum GameObjectCharacterState
{
/// <summary>
/// CanAttack state.
/// Character holding this state is able to attack.
/// </summary>
CanAttack = 1,
/// <summary>
/// CanCast state.
/// Character holding this state is able to cast.
/// </summary>
CanCast = 2,
/// <summary>
/// CanMove state.
/// Character holding this state is able to mvoe.
/// </summary>
CanMove = 4,
/// <summary>
/// Immovable state.
/// Character holding this state is unable to move or be moved.
/// </summary>
Immovable = 8,
/// <summary>
/// RevealSpecificUnit state.
/// Character holding this state is visible to other GameObjects.
/// </summary>
RevealSpecificUnit = 32,
/// <summary>
/// Taunted state.
/// Character holding this state would be buffed with the taunt state.
/// <seealso cref="BuffType.Taunt" />
/// </summary>
Taunted = 64,
/// <summary>
/// Feared state.
/// Character holding this state would be buffed with the fear state.
/// <seealso cref="BuffType.Fear" />
/// </summary>
Feared = 128,
/// <summary>
/// Fleeing state.
/// Character holding this state would be buffed with the flee state.
/// <seealso cref="BuffType.Flee" />
/// </summary>
Fleeing = 256,
/// <summary>
/// Taunted state.
/// Character holding this state would be buffed with the suppression state.
/// <seealso cref="BuffType.Suppression" />
/// </summary>
Surpressed = 512,
/// <summary>
/// Taunted state.
/// Character holding this state would be buffed with the sleep state.
/// <seealso cref="BuffType.Sleep" />
/// </summary>
Asleep = 1024,
/// <summary>
/// Taunted state.
/// Character holding this state would be buffed with the near sight state.
/// <seealso cref="BuffType.NearSight" />
/// </summary>
NearSight = 2048,
/// <summary>
/// Ghosted state.
/// Character holding this state is ghosted.
/// </summary>
Ghosted = 4096,
/// <summary>
/// Ghosted Proof state.
/// Character holding this state is ghosted-proof and is unable to be ghosted.
/// </summary>
GhostProof = 8192,
/// <summary>
/// Taunted state.
/// Character holding this state would be buffed with the charm state.
/// <seealso cref="BuffType.Charm" />
/// </summary>
Charmed = 16384,
/// <summary>
/// No Render state.
/// Character holding this state will not be graphically rendered.
/// </summary>
NoRender = 32768,
/// <summary>
/// Dodge Piercing state.
/// Character holding this state will dodge piercing caused by other GameObjects.
/// </summary>
DodgePiercing = 131072,
/// <summary>
/// Disable Ambient Gold state.
/// Character holding this state will stop receiving gold from ambient passive.
/// </summary>
DisableAmbientGold = 262144,
/// <summary>
/// Disable Ambiet XP state.
/// Character holding this state will stop receiving XP from ambient passive.
/// </summary>
DisableAmbientXP = 524288,
/// <summary>
/// Force Render Particles
/// Character holding this state will be forced to have graphically rendered particles.
/// </summary>
ForceRenderParticles = 65536
}
}