void IssueOrder(Obj_AI_Base sender, PlayerIssueOrderEventArgs args)
{
if (sender.IsMe && ShouldGetExecuted()
&& (args.Order == GameObjectOrder.AttackUnit || args.Order == GameObjectOrder.AttackTo)
&&
(Variables._Player.CountEnemiesInRange(1000f) >
Manager.MenuManager.RNoAASlider)
&& Variables.UltActive() || Variables._Player.HasBuffOfType(BuffType.Invisibility)
&& Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.Combo))
{
args.Process = false;
}
}