fBaseXtensions.Game.Hero.Skills.Skill.OnSuccessfullyUsed C# (CSharp) Method

OnSuccessfullyUsed() public method

Sets values related to Ability usage
public OnSuccessfullyUsed ( bool reorderAbilities = true ) : void
reorderAbilities bool
return void
        public virtual void OnSuccessfullyUsed(bool reorderAbilities = true)
        {
            LastUsed = DateTime.Now;
            PowerCacheLookup.lastGlobalCooldownUse = DateTime.Now;

            //Chart our starting combat location..
            if (FunkyBaseExtension.Settings.Backtracking.EnableBacktracking && FunkyBaseExtension.Settings.Backtracking.TrackStartOfCombatEngagment && FunkyGame.Targeting.Cache.StartingLocation.Equals(Vector3.Zero))
                FunkyGame.Targeting.Cache.StartingLocation = FunkyGame.Hero.Position;

            if (ObjectCache.CheckFlag(ExecutionType, SkillExecutionFlags.ZigZagPathing))
            {
                //Reset Blockcounter --
                FunkyGame.Targeting.cMovement.BlockedMovementCounter = 0;
                FunkyGame.Targeting.cMovement.NonMovementCounter = 0;
                FunkyGame.Targeting.cMovement.LastMovementDuringCombat = DateTime.Now;
            }

            if (ShouldTrack)
            {
                if (!FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject.ContainsKey(Power))
                    FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject.Add(Power, DateTime.Now);
                else
                    FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject[Power] = DateTime.Now;
            }

            //Disable Reordering for Channeling Abilities!
            if (IsChanneling)
                reorderAbilities = false;

            if (SuccessfullyUsed != null)
                SuccessfullyUsed(this, reorderAbilities);
        }