interface_es -> interface_en
DarkFires Behaviors
Merge pull request #10 from Kairus101/DarkFire_Behaviors

DarkFires Behaviors
fixed erroring typo in attackEnemyMinionsUtility

Gotta test these things, guys..
Cleaned code to mallocs standards, changed to sqrt from vectorLength.
Removed the vectorLength function and all calls to it
Merge pull request #14 from mtesija/DarkFire_wretchedhag

Removed the vectorLength function and all calls to it
attackEnemyMinionsUtility change

Changed naming and added range filter
Added in several common items, code by DarkFire
* Fixed a bug with porting bots returning to the base
* Added in logic to correctly calculate travel time with a posthaste port
* Added Logger's Hatchet use
* Added Bottle, Mana Battery, Power Supply, and Mana Potion use

Updated misc whitespaces and code from sbt
Made changes requested by [S2]Malloc
Basic CPU enhancement
Basic CPU enhancement
Fixed conflict in behaviorLib
Merge branch 'DarkFire_Behaviors' of https://github.com/Kairus101/Heroes-of-Newerth-Bots into DarkFire_Behaviors
Merge pull request #16 from Kairus101/DarkFire_Behaviors

Darkfire's behaviors: Made changes requested by [S2]Malloc
New process update
AttackMinions behavior added (by Anakonda)

Separated UseHealth and UseMana into separate behaviors

minor changes/fixes:
IsLaneCreep() functionality extracted
In pull behaviorLib.ShouldPort() pulled common variables out of the posthaste + itemPort blocks since they're shared
tAwayFromThreatValues -> tUnitThreatenedRadius
merging dev into community
Creds to berberi, how was this missed O.o

Fix to rev's bot file, to make it work.
first pass at cleaning up GK bot.

Notes so far:
nRequiredCorpses, nApocalyseUseTime, nOneCorpseTossUseTime all changed to object. While locals stored as upvalues (as done here) are ligit Lua, they can easily be globals if misused, which pollute the global Lua environment

multiple cases of "if * then return end" on one line instead of on multiple lines

core.unitSelf.tEnemyPosition -> object.tEnemyPosition since it makes no sense to store that data there
changed the check for visibility in funcGetEnemyPosition to acutally use core.CanSeeUnit() as opposed to the GetPosition(), which includes the prediction as well

Why is the failure case for funcGetEnemyPosition a vector (20000, 20000) instead of nil?
* TODO: fix these to use nil and detect that return in the calling functions

made some code in CustomHarassUtilityFnOverride more readable

moved the stun logic in HarassHeroExecuteOverride to inside the bCanSeeUnit check since they need to see the unit to use that abil
rearranged some of the sheepstick variables to only create them in the scope that uses them
changed the logic of subsequent actions to match the same structure of the first one

TODO: Either update the LH code or bring the LH code into the general behavior, and override the damage portion in GK to include the defile damage

TODO: Separate CollectCorpses into its own behavior