{try{floatavgt = t.AvgMovChangeTime() + reactionIgnoreDelay;floatmovt = t.LastMovChangeTime();floatavgp = t.AvgPathLenght();varresult = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.To2D()...
{try{floatavgt = t.AvgMovChangeTime() + reactionIgnoreDelay;floatmovt = t.LastMovChangeTime();floatavgp = t.AvgPathLenght();varresult = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.To2D()...
rangeCheckFrom = ObjectManager.Player.ServerPosition;varavgt = t.AvgMovChangeTime() + reactionIgnoreDelay;floatmovt = t.LastMovChangeTime();varavgp = t.AvgPathLenght();varresult = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght, t.GetWaypoints(), avgt...