# eEvadeData
# Description
A structure used to represent information about skills that need to be evaded, including various properties and states of the skill.
# How to Use
// Check for skills about to hit
std::vector<Evade::eEvadeData> dangerousSkills;
Evade::IsAboutToHit(dangerousSkills, ObjectManager::Player()->Position(), 250);
// Iterate through all skills that might hit
for (const auto& skill : dangerousSkills)
{
// Get skill information
const char* skillName = skill.MenuName;
AIBaseClient* caster = skill.Caster;
Vector skillStart = skill.Start;
Vector skillEnd = skill.End;
// Check skill type
if (skill.Type == Evade::eEvadeSkillShotType::SkillshotCircle)
{
// Handle circular skills
}
// Check if it's a dangerous skill
if (skill.IsDangerous && skill.IsDangerous->GetBool())
{
// This is a dangerous skill, prioritize evading
}
}
// Use path safety check
std::vector<Vector> path = { ObjectManager::Player()->Position(), targetPosition };
bool isSafe = Evade::IsPathSafe(path, 500);
if (isSafe)
{
// Safe to move
}
# Properties
Property | Type | Description |
---|---|---|
MenuName | const char* | Skill name displayed in the menu |
ChampionName | std::uint32_t | Hash value of the champion name casting the skill |
Slot | eSpellSlot | Skill slot |
ControlType | int | Control type (0=None, 1=Hard CC, 2=Slow) |
Type | eEvadeSkillShotType | Skill type (line, circle, cone, etc.) |
IsDangerous | MenuOption* | Menu option for whether the skill is dangerous |
Enabled | MenuOption* | Menu option for whether evading is enabled |
DangerLevel | MenuOption* | Menu option for danger level |
Evade | bool | Whether evading is needed |
Damage | float | Skill damage |
Caster | AIBaseClient* | Skill caster |
Start | Vector | Skill start position |
End | Vector | Skill end position |
Direction | Vector | Skill direction |