internal virtual bool PreActivation()
{
// Force waiting for global cooldown timer or long-animation abilities
if (WaitLoopsBefore >= 1 || (WaitWhileAnimating && DateTime.Now.Subtract(PowerCacheLookup.lastGlobalCooldownUse).TotalMilliseconds <= 50))
{
//Logger.DBLog.DebugFormat("Debug: Force waiting BEFORE Ability " + powerPrime.powerThis.ToString() + "...");
FunkyGame.Targeting.Cache.bWaitingForPower = true;
if (WaitLoopsBefore >= 1)
WaitLoopsBefore--;
return false;
}
FunkyGame.Targeting.Cache.bWaitingForPower = false;
// Wait while animating before an attack
if (WaitWhileAnimating)
FunkyGame.Hero.WaitWhileAnimating(5);
preActivationFinished = true;
return true;
}