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Game.cs
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Game.cs
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using LeagueSharp.Native;
using SharpDX;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace LeagueSharp
{
/// <summary>
/// Game class, contains information about the current game and gameserver.
/// </summary>
public sealed class Game
{
/// <summary>
/// Returns the game region.
/// </summary>
public static string Region
{
get { }
}
/// <summary>
/// Returns the game id.
/// </summary>
public static long Id
{
get { }
}
/// <summary>
/// Returns the gamerserver game map identity (ID).
/// </summary>
public static GameMapId MapId
{
get { }
}
/// <summary>
/// Returns the gameserver game type.
/// </summary>
public static GameType Type
{
get { }
}
/// <summary>
/// Returns the gameserver version.
/// </summary>
public static string Version
{
get { }
}
/// <summary>
/// Returns the real ingame clock time.
/// </summary>
public static float ClockTime
{
get { }
}
/// <summary>
/// Returns the gameserver port.
/// </summary>
public static string IP
{
get { }
}
/// <summary>
/// Returns the gameserver port.
/// </summary>
public static int Port
{
get { }
}
/// <summary>
/// Returns the ping.
/// </summary>
public static int Ping
{
get { }
}
/// <summary>
/// Returns the 3D cursor position.
/// </summary>
public static Vector3 CursorPos
{
get { }
}
/// <summary>
/// Returns the current game mode.
/// </summary>
public static GameMode Mode
{
get { }
}
/// <summary>
/// Returns the ingame time that is used for spelltimers.
/// </summary>
public static float Time
{
get { }
}
/// <summary>
/// This event is fired when trying to use the chat input.
/// </summary>
public static event GameInput OnGameInput;
/// <summary>
/// This event is fired when the game ends.
/// </summary>
public static event GameNotifyEvent OnGameNotifyEvent;
/// <summary>
/// This event is fired when the game ends.
/// </summary>
public static event GameEnd OnGameEnd;
/// <summary>
/// This event is fired when the game starts.
/// </summary>
public static event GameStart OnGameStart;
/// <summary>
/// This event is fired every a packet is about to be sent.
/// </summary>
public static event GameSendPacket OnGameSendPacket;
/// <summary>
/// This event is fired every a packet is received and about to be processed by LoL.
/// </summary>
public static event GameProcessPacket OnGameProcessPacket;
/// <summary>
/// This event is fired every time the game updates.
/// </summary>
public static event GameUpdate OnGameUpdate;
/// <summary>
/// This event is fired when a window event is being processed. To prevent the game from processing
/// a event, you can set process to false. <see cref="T:LeagueSharp.WndEventArgs" />.
/// </summary>
public static event WndProc OnWndProc;
/// <summary>
/// Prints text into the game chat.
/// </summary>
public static void PrintChat(string format, params object[] @params) {}
/// <summary>
/// Prints text into the game chat.
/// </summary>
public static void PrintChat(string format) {}
/// <summary>
/// Executes a chat command.
/// </summary>
public static void Say(string format) {}
/// <summary>
/// Executes a chat command.
/// </summary>
public static void Say(string format, params object[] @params) {}
/// <summary>
/// Send a packet to the gameserver.
/// </summary>
/// <param name="packetData">Packet Data</param>
/// <param name="channel">Packet Channel</param>
/// <param name="flag">Packet Protocol Flag</param>
public static void SendPacket(byte[] packetData, PacketChannel channel, PacketProtocolFlags flag) {}
/// <summary>
/// Processes a packet.
/// </summary>
/// <param name="packetData">PacketData</param>
/// <param name="channel">Packet Channel</param>
public static void ProcessPacket(byte[] packetData, PacketChannel channel) {}
}
}