c_evade
Functions
is_position_safe
Check whether a position is safe or not.
Argument | Type | Required |
---|---|---|
position | vec3 | + |
safe_distance | boolean | + |
radius_modifier | number | - |
returns | boolean |
local in_safe_spot = features.evade:is_position_safe(g_local.position, true)
if not in_safe_spot then
print("You are not in a safe spot!")
end
is_active
Check whether evade is currently active or not.
Argument | Type | Required |
---|---|---|
returns | boolean |
if features.evade:is_active() then
print("currently evading")
end
get_safe_position
Get a safe position to move to.
Argument | Type | Required |
---|---|---|
returns | vec3 |
local safe_position = features.evade:get_safe_position()
if safe_position ~= nil then
g_input:issue_order_move(safe_position)
end
disable_this_tick
Disables evade for the current tick.
features.evade:disable_this_tick()
get_dangerous_spells
Get a list of dangerous spells.
Argument | Type | Required |
---|---|---|
allow_evade_logic | boolean | - |
unit_bounding_radius | number | - |
returns | table<spell_instance_t> |
local dangerous_spells = features.evade:get_dangerous_spells()
for _, spell in pairs(dangerous_spells) do
print(spell.spell_name)
end
get_active_spells
Argument | Type | Required |
---|---|---|
returns | table<spell_instance_t> |
get_active_missiles
Argument | Type | Required |
---|---|---|
returns | table<missile_instance_t> |