public override void OnAfterAttack(AttackableUnit unit, AttackableUnit target)
{
if (!unit.IsMe)
{
return;
}
if (!target.IsValid<Obj_AI_Hero>() && !target.Name.ToLower().Contains("ward"))
{
return;
}
if (!E.IsReady())
{
return;
}
if (E.Cast())
{
Orbwalking.ResetAutoAttackTimer();
Player.IssueOrder(GameObjectOrder.AttackUnit, target);
}
}