Beispiel #1
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    def get_hair_key(self):
        value1, value2 = self.get_raw_value()
        value2 = get_lowest_byte_value(value2, 128)
        value2 = get_lowest_byte_value(value2, 8)

        # Value with offset applied
        value = value1 + (value2 * 256)

        key = False

        if value >= 0 and value <= 3:
            key = self.get_hair_key_bald(value)

        elif value >= 4 and value <= 83:
            key = self.get_hair_key_buzz_cut(value)

        elif value >= 84 and value <= 107:
            key = self.get_hair_key_very_short_1(value)

        elif value >= 108 and value <= 152:
            key = self.get_hair_key_very_short_2(value)

        elif value >= 153 and value <= 560:
            key = self.get_hair_key_straight_1(value)

        elif value >= 561 and value <= 659:
            key = self.get_hair_key_straight_2(value)

        elif value >= 660 and value <= 863:
            key = self.get_hair_key_curly_1(value)

        elif value >= 864 and value <= 911:
            key = self.get_hair_key_curly_2(value)

        elif value >= 912 and value <= 947:
            key = self.get_hair_key_ponytail_1(value)

        elif value >= 948 and value <= 983:
            key = self.get_hair_key_ponytail_2(value)

        elif value >= 984 and value <= 1007:
            key = self.get_hair_key_dreadlocks(value)

        elif value >= 1008 and value <= 1025:
            key = self.get_hair_key_pulled_back(value)

        else:
            key = self.get_hair_key_special(value)

        return key
Beispiel #2
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    def get_hair_key_buzz_cut(self, value):
        darkness_by_value = {
            0: PlayerAttributeOption.OPT_1,
            1: PlayerAttributeOption.OPT_2,
            2: PlayerAttributeOption.OPT_3,
            3: PlayerAttributeOption.OPT_4,
        }

        darkness_value = get_lowest_byte_value(value, 4)
        darkness_value = darkness_by_value[darkness_value]

        front_by_value = {
            4: PlayerAttributeOption.OPT_1,
            8: PlayerAttributeOption.OPT_2,
            12: PlayerAttributeOption.OPT_3,
            16: PlayerAttributeOption.OPT_4,
            0: PlayerAttributeOption.OPT_5,
        }

        front_value = get_lowest_byte_value(value, 20)
        front_value = get_base_byte_value(front_value, 4)
        front_value = front_by_value[front_value]

        shape_by_value = {
            0: PlayerAttributeOption.OPT_1,
            20: PlayerAttributeOption.OPT_2,
            40: PlayerAttributeOption.OPT_3,
            60: PlayerAttributeOption.OPT_4,
        }

        shape_value = get_base_byte_value(value - 4, 20)
        shape_value = shape_by_value[shape_value]

        hair_type = PlayerAttributeOption.OPT_BUZZ_CUT
        hair_shape = str(shape_value)
        hair_front = str(front_value)
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = str(darkness_value)
        bandana_type = PlayerAttributeOption.OPT_NA

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #3
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    def get_age(self):
        value = self.get_value()
        value = get_lowest_byte_value(value, 64)

        # If value is an odd number then it has been set oddly
        # and most likely nationality has not been set or is messed up
        # Takeaway 1 to get a "correct" value
        if (value % 2) != 0:
            value -= 1
        return (value // 2) + self.min_age
Beispiel #4
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    def get_hair_key_curly_2(self, value):
        hair_type = PlayerAttributeOption.OPT_CURLY_2
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        shape_1_base = 864
        shape_val_count = 12

        shape_base_offset_by_value = {
            864: (PlayerAttributeOption.OPT_1, 0),
            876: (PlayerAttributeOption.OPT_2, 1),
            888: (PlayerAttributeOption.OPT_3, 2),
            900: (PlayerAttributeOption.OPT_4, 3),
        }

        shape_base_offset = get_base_byte_value(value, shape_val_count)

        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)

        volume_by_value = {
            0: PlayerAttributeOption.OPT_1,
            1: PlayerAttributeOption.OPT_2,
        }

        volume_value = get_lowest_byte_value(value - (shape_base), 2)
        hair_volume = volume_by_value[volume_value]

        front_by_value = {
            0: PlayerAttributeOption.OPT_1,
            2: PlayerAttributeOption.OPT_2,
            4: PlayerAttributeOption.OPT_3,
            6: PlayerAttributeOption.OPT_4,
            8: PlayerAttributeOption.OPT_5,
            10: PlayerAttributeOption.OPT_6,
        }

        front_value = get_base_byte_value(value - (shape_base), 2)
        hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #5
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    def get_hair_key_ponytail_2(self, value):
        hair_type = PlayerAttributeOption.OPT_PONYTAIL_2
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        shape_1_base = 948
        shape_val_count = 12

        shape_base_offset_by_value = {
            948: (PlayerAttributeOption.OPT_1, 0),
            960: (PlayerAttributeOption.OPT_2, 1),
            972: (PlayerAttributeOption.OPT_3, 2),
        }

        shape_base_offset = get_base_byte_value(value, shape_val_count)

        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)

        volume_by_value = {
            0: PlayerAttributeOption.OPT_1,
            1: PlayerAttributeOption.OPT_2,
            2: PlayerAttributeOption.OPT_3,
        }

        volume_value = get_lowest_byte_value(value - (shape_base), 3)
        hair_volume = volume_by_value[volume_value]

        front_by_value = {
            0: PlayerAttributeOption.OPT_1,
            3: PlayerAttributeOption.OPT_2,
            6: PlayerAttributeOption.OPT_3,
            9: PlayerAttributeOption.OPT_4,
        }

        front_value = get_base_byte_value(value - (shape_base), 3)
        hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #6
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    def get_hair_key_dreadlocks(self, value):
        hair_type = PlayerAttributeOption.OPT_DREADLOCKS
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        shape_1_base = 984
        shape_val_count = 8

        shape_base_offset_by_value = {
            984: (PlayerAttributeOption.OPT_1, 0),
            992: (PlayerAttributeOption.OPT_2, 1),
            1000: (PlayerAttributeOption.OPT_3, 2),
        }

        shape_base_offset = get_base_byte_value(value, shape_val_count)

        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)

        volume_by_value = {
            0: PlayerAttributeOption.OPT_1,
            1: PlayerAttributeOption.OPT_2,
        }

        volume_value = get_lowest_byte_value(value - (shape_base), 2)
        hair_volume = volume_by_value[volume_value]

        front_by_value = {
            0: PlayerAttributeOption.OPT_1,
            2: PlayerAttributeOption.OPT_2,
            4: PlayerAttributeOption.OPT_3,
            6: PlayerAttributeOption.OPT_4,
        }

        front_value = get_base_byte_value(value - (shape_base), 2)
        hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #7
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    def get_hair_key_very_short_1(self, value):
        front_by_value = {
            0: PlayerAttributeOption.OPT_1,
            1: PlayerAttributeOption.OPT_2,
            2: PlayerAttributeOption.OPT_3,
            3: PlayerAttributeOption.OPT_4,
            4: PlayerAttributeOption.OPT_5,
            5: PlayerAttributeOption.OPT_6,
        }

        front_value = get_lowest_byte_value(value, 6)
        front_value = front_by_value[front_value]

        shape_by_value = {
            84: PlayerAttributeOption.OPT_1,
            90: PlayerAttributeOption.OPT_2,
            96: PlayerAttributeOption.OPT_3,
            102: PlayerAttributeOption.OPT_4,
        }

        shape_value = get_base_byte_value(value, 6)
        shape_value = shape_by_value[shape_value]

        hair_type = PlayerAttributeOption.OPT_VERY_SHORT_1
        hair_shape = str(shape_value)
        hair_front = str(front_value)
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #8
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 def get_brows_type_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 32)
     return self.array_opts_brows_type[value]
Beispiel #9
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 def get_eye_color_two_label(self):
     value = self.get_value()[1]
     value = get_lowest_byte_value(value, 128)
     value = get_base_byte_value(value, 8)
     return self.array_opts_eye_color_two[value]
 def get_weak_foot_frequency_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 64)
     value = get_base_byte_value(value, 8)
     return self.array_opts_weak_foot_frequency[value]
Beispiel #11
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 def get_one_touch_pass_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 2)
     return self.array_opts_one_touch_pass[value]
Beispiel #12
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 def get_marking_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 4)
     value = get_lowest_byte_value(value, 8)
     return self.array_opts_marking[value]
Beispiel #13
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 def get_covering_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 16)
     value = get_lowest_byte_value(value, 32)
     return self.array_opts_covering[value]
Beispiel #14
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 def get_penalty_stopper_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 64)
     value = get_lowest_byte_value(value, 128)
     return self.array_opts_penalty_stopper[value]
Beispiel #15
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    def get_hair_key_straight_2(self, value):
        hair_type = PlayerAttributeOption.OPT_STRAIGHT_2
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        shape_1_base = 561
        shape_val_count = 33

        shape_base_offset_by_value = {
            561: (PlayerAttributeOption.OPT_1, 0),
            594: (PlayerAttributeOption.OPT_2, 1),
            627: (PlayerAttributeOption.OPT_3, 2),
        }

        shape_base_offset = get_base_byte_value(value, shape_val_count)
        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)
        front_1_to_2_count = 18

        if value < shape_base + front_1_to_2_count:
            # Front 1-2

            # Front 1-2 can have bandana set
            bandana_type_by_value = {
                0: PlayerAttributeOption.OPT_N,
                1: PlayerAttributeOption.OPT_1,
                2: PlayerAttributeOption.OPT_2,
            }

            bandana_value = get_lowest_byte_value(value, 3)
            bandana_type = bandana_type_by_value[bandana_value]

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                3: PlayerAttributeOption.OPT_2,
                6: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_base_byte_value(value - shape_base, 3)
            volume_value = get_lowest_byte_value(volume_value, 9)
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_1,
                9: PlayerAttributeOption.OPT_2,
            }

            front_value = get_base_byte_value(value - shape_base, 9)
            hair_front = front_by_value[front_value]

        else:
            # Front 3-7

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                1: PlayerAttributeOption.OPT_2,
                2: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_lowest_byte_value(
                value - (shape_base + front_1_to_2_count), 3
            )
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_3,
                3: PlayerAttributeOption.OPT_4,
                6: PlayerAttributeOption.OPT_5,
                9: PlayerAttributeOption.OPT_6,
                12: PlayerAttributeOption.OPT_7,
            }

            front_value = get_base_byte_value(
                value - (shape_base + front_1_to_2_count), 3
            )
            hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #16
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    def get_hair_key_straight_1(self, value):
        hair_type = PlayerAttributeOption.OPT_STRAIGHT_1
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        # Each shape has 102 vals, need to get offset to nearest 102 (153->102)
        shape_1_base = 153
        shape_val_count = 102
        shape_offset = 51

        shape_base_offset_by_value = {
            102: (PlayerAttributeOption.OPT_1, 0),
            204: (PlayerAttributeOption.OPT_2, 1),
            306: (PlayerAttributeOption.OPT_3, 2),
            408: (PlayerAttributeOption.OPT_4, 3),
        }

        shape_base_offset = get_base_byte_value(
            value - shape_offset, shape_val_count
        )
        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)
        front_1_to_9_count = 81

        if value < shape_base + front_1_to_9_count:
            # Front 1-9

            # Front 1-9 can have bandana set
            bandana_type_by_value = {
                0: PlayerAttributeOption.OPT_N,
                1: PlayerAttributeOption.OPT_1,
                2: PlayerAttributeOption.OPT_2,
            }

            bandana_value = get_lowest_byte_value(value, 3)
            bandana_type = bandana_type_by_value[bandana_value]

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                3: PlayerAttributeOption.OPT_2,
                6: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_base_byte_value(value - shape_base, 3)
            volume_value = get_lowest_byte_value(volume_value, 9)
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_1,
                9: PlayerAttributeOption.OPT_2,
                18: PlayerAttributeOption.OPT_3,
                27: PlayerAttributeOption.OPT_4,
                36: PlayerAttributeOption.OPT_5,
                45: PlayerAttributeOption.OPT_6,
                54: PlayerAttributeOption.OPT_7,
                63: PlayerAttributeOption.OPT_8,
                72: PlayerAttributeOption.OPT_9,
            }

            front_value = get_base_byte_value(value - shape_base, 9)
            hair_front = front_by_value[front_value]

        else:
            # Front 10-16

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                1: PlayerAttributeOption.OPT_2,
                2: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_lowest_byte_value(
                value - (shape_base + front_1_to_9_count), 3
            )
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_10,
                3: PlayerAttributeOption.OPT_11,
                6: PlayerAttributeOption.OPT_12,
                9: PlayerAttributeOption.OPT_13,
                12: PlayerAttributeOption.OPT_14,
                15: PlayerAttributeOption.OPT_15,
                18: PlayerAttributeOption.OPT_16,
            }

            front_value = get_base_byte_value(
                value - (shape_base + front_1_to_9_count), 3
            )
            hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #17
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    def get_hair_key_very_short_2(self, value):
        front_value = ""

        # Options start at byte val 108, need to get to nearest 10
        # as there are 5 or 10 hair front options depending on the shape
        shape_offset = 2

        if value <= 137:
            # Shapes 1-3 have 10 hair front options
            front_by_value_1 = {
                8: PlayerAttributeOption.OPT_1,
                9: PlayerAttributeOption.OPT_2,
                0: PlayerAttributeOption.OPT_3,
                1: PlayerAttributeOption.OPT_4,
                2: PlayerAttributeOption.OPT_5,
                3: PlayerAttributeOption.OPT_6,
                4: PlayerAttributeOption.OPT_7,
                5: PlayerAttributeOption.OPT_8,
                6: PlayerAttributeOption.OPT_9,
                7: PlayerAttributeOption.OPT_10,
            }

            front_value = get_lowest_byte_value(value, 10)
            front_value = front_by_value_1[front_value]

            shape_by_value_1 = {
                110: PlayerAttributeOption.OPT_1,
                120: PlayerAttributeOption.OPT_2,
                130: PlayerAttributeOption.OPT_3,
            }

            shape_value = get_base_byte_value(value + shape_offset, 10)
            shape_value = shape_by_value_1[shape_value]
        else:
            # Shapes 4-6 have 5 hair front options
            front_by_value_2 = {
                3: PlayerAttributeOption.OPT_1,
                4: PlayerAttributeOption.OPT_2,
                0: PlayerAttributeOption.OPT_3,
                1: PlayerAttributeOption.OPT_4,
                2: PlayerAttributeOption.OPT_5,
            }

            front_value = get_lowest_byte_value(value, 5)
            front_value = front_by_value_2[front_value]

            shape_by_value_2 = {
                140: PlayerAttributeOption.OPT_4,
                145: PlayerAttributeOption.OPT_5,
                150: PlayerAttributeOption.OPT_6,
            }

            shape_value = get_base_byte_value(value + shape_offset, 5)
            shape_value = shape_by_value_2[shape_value]

        hair_type = PlayerAttributeOption.OPT_VERY_SHORT_2
        hair_shape = str(shape_value)
        hair_front = str(front_value)
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
 def get_ankle_tape_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 128)
     value = get_base_byte_value(value, 64)
     return self.array_opts_ankle_tape[value]
 def get_consistency_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 8)
     return self.array_opts_consistency[value]
 def get_first_opt_label(cls, value):
     value = get_lowest_byte_value(value, 16)
     return PlayerAttributePhysicalLinkedOpts.FIRST_OPT_BY_VALUE[value]
Beispiel #21
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 def get_dribble_style_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 4)
     return self.array_opts_dribble_style[value]
Beispiel #22
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    def get_hair_key_curly_1(self, value):
        hair_type = PlayerAttributeOption.OPT_CURLY_1
        hair_shape = PlayerAttributeOption.OPT_NA
        hair_front = PlayerAttributeOption.OPT_NA
        hair_volume = PlayerAttributeOption.OPT_NA
        hair_darkness = PlayerAttributeOption.OPT_NA
        bandana_type = PlayerAttributeOption.OPT_NA

        # Each shape has 51 vals, need to get offset to nearest 51 (660->612)
        shape_1_base = 660
        shape_val_count = 51
        shape_offset = 48

        shape_base_offset_by_value = {
            612: (PlayerAttributeOption.OPT_1, 0),
            663: (PlayerAttributeOption.OPT_2, 1),
            714: (PlayerAttributeOption.OPT_3, 2),
            765: (PlayerAttributeOption.OPT_4, 3),
        }

        shape_base_offset = get_base_byte_value(
            value - shape_offset, shape_val_count
        )

        hair_shape, shape_base_multiplier = shape_base_offset_by_value[
            shape_base_offset
        ]

        shape_base = shape_1_base + (shape_val_count * shape_base_multiplier)
        front_1_to_5_count = 45

        if value < shape_base + front_1_to_5_count:
            # Front 1-5

            # Front 1-5 can have bandana set
            bandana_type_by_value = {
                0: PlayerAttributeOption.OPT_N,
                1: PlayerAttributeOption.OPT_1,
                2: PlayerAttributeOption.OPT_2,
            }

            bandana_value = get_lowest_byte_value(value, 3)
            bandana_type = bandana_type_by_value[bandana_value]

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                3: PlayerAttributeOption.OPT_2,
                6: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_base_byte_value(value - shape_base, 3)
            volume_value = get_lowest_byte_value(volume_value, 9)
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_1,
                9: PlayerAttributeOption.OPT_2,
                18: PlayerAttributeOption.OPT_3,
                27: PlayerAttributeOption.OPT_4,
                36: PlayerAttributeOption.OPT_5,
            }

            front_value = get_base_byte_value(value - shape_base, 9)
            hair_front = front_by_value[front_value]

        else:
            # Front 6-7

            volume_by_value = {
                0: PlayerAttributeOption.OPT_1,
                1: PlayerAttributeOption.OPT_2,
                2: PlayerAttributeOption.OPT_3,
            }

            volume_value = get_lowest_byte_value(
                value - (shape_base + front_1_to_5_count), 3
            )
            hair_volume = volume_by_value[volume_value]

            front_by_value = {
                0: PlayerAttributeOption.OPT_6,
                3: PlayerAttributeOption.OPT_7,
            }

            front_value = get_base_byte_value(
                value - (shape_base + front_1_to_5_count), 3
            )
            hair_front = front_by_value[front_value]

        return (
            hair_type,
            hair_shape,
            hair_front,
            hair_volume,
            hair_darkness,
            bandana_type,
        )
Beispiel #23
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 def get_d_line_control_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 32)
     value = get_lowest_byte_value(value, 64)
     return self.array_opts_d_line_control[value]
Beispiel #24
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 def get_bracelet_color_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 32)
     value = round_down(value, 4)
     return self.array_opts_bracelet_color[value]
Beispiel #25
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 def get_sliding_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 8)
     value = get_lowest_byte_value(value, 16)
     return self.array_opts_sliding[value]
Beispiel #26
0
 def get_undershorts_color_label(self):
     value = self.get_value()[0]
     value = get_lowest_byte_value(value, 8)
     return self.array_opts_undershorts_color[value]
Beispiel #27
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 def get_outside_label(self):
     value = self.get_value()
     value = get_base_byte_value(value, 2)
     value = get_lowest_byte_value(value, 4)
     return self.array_opts_outside[value]
Beispiel #28
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 def get_socks_type_label(self):
     value = self.get_value()[0]
     value = get_lowest_byte_value(value, 32)
     value = get_base_byte_value(value, 8)
     return self.array_opts_socks_type[value]
Beispiel #29
0
 def get_face_type_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 4)
     return self.array_opts_face_type[value]
 def get_rgb_b_label(self):
     value = self.get_value()
     value = get_lowest_byte_value(value, 64)
     value = self.MAX_RGB_B_VALUE - value
     return str(value)