3 ms·
There's a variety of different parts, I can describe some. * A flag on each CDOTA_Unit which includes heroes for example CDOTA_Unit_Hero_Weaver has a called m_
by noxvilleza 4y ago
There's a variety of different parts, I can describe some.
* A flag on each CDOTA_Unit which includes heroes for example CDOTA_Unit_Hero_Weaver has a called m_iTaggedAsVisibleByTeam which allows you to tell which teams this entity is visible to, so you can tell if the enemy can see you or not.
* Particles (which affect things like Town Portal scrolls, Smoke of Deceit, attacking neutral camps, etc). There are some things that happen in the game that need to be sent to all clients (even if it's happening in the fog of war for this client), otherwise things would look weird if you were to suddenly get vision of these areas. There's a great explanation by one of the Valve Dota devs on this exact topic and why it's hard to solve: https://old.reddit.com/r/DotA2/comments/uywfxi/comment/ia85uik/?&context=3 https://old.reddit.com/r/DotA2/comments/uywfxi/comment/ia85u...
* Some other cheat modules are able to see spells cast, so they can track cooldowns of spells (with indicators above each hero). They can also track cooldowns of specific events: when a player uses buyback there is a cooldown before they can buyback again, when Roshan is killed his respawn time is randomly decided within two bounds so you want to track those bounds.