CSGOTriggerbot.CSGOClasses.Framework.DoTriggerbot C# (CSharp) Метод

DoTriggerbot() публичный Метод

public DoTriggerbot ( ) : void
Результат void
        public void DoTriggerbot()
        {
            if (LocalPlayer != null && !TriggerShooting)
            {
                if (Players.Count(x => x.Item2.m_iID == LocalPlayer.m_iCrosshairIdx) > 0)
                {
                    CSPlayer player = Players.First(x=>x.Item2.m_iID == LocalPlayer.m_iCrosshairIdx).Item2;
                    if ((WithOverlay.ConfigUtils.GetValue<bool>("triggerFilterEnemies") && player.m_iTeamNum != LocalPlayer.m_iTeamNum) ||
                        (WithOverlay.ConfigUtils.GetValue<bool>("triggerFilterAllies") && player.m_iTeamNum == LocalPlayer.m_iTeamNum))
                    {
                        if (!TriggerOnTarget)
                        {
                            TriggerOnTarget = true;
                            TriggerLastTarget = DateTime.Now.Ticks;
                        }
                        else
                        {
                            if (new TimeSpan(DateTime.Now.Ticks - TriggerLastTarget).TotalMilliseconds >= WithOverlay.ConfigUtils.GetValue<float>("triggerDelayFirstShot"))
                            {
                                if (new TimeSpan(DateTime.Now.Ticks - TriggerLastShot).TotalMilliseconds >= WithOverlay.ConfigUtils.GetValue<float>("triggerDelayShots"))
                                {
                                    TriggerLastShot = DateTime.Now.Ticks;
                                    if(!TriggerShooting)
                                    {
                                        if (WithOverlay.ConfigUtils.GetValue<bool>("triggerBurstRandomize"))
                                            TriggerBurstCount = new Random().Next(1, (int)WithOverlay.ConfigUtils.GetValue<float>("triggerBurstShots"));
                                        else TriggerBurstCount = (int)WithOverlay.ConfigUtils.GetValue<float>("triggerBurstShots");
                                    }
                                    TriggerShooting = true;
                                }
                            }
                        }
                    }
                    else
                    {
                        TriggerOnTarget = false;
                    }
                }
            }
        }