Beispiel #1
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def _DynSquadEntityController_invalidateVehicleInfo(self, flags, playerVehVO, arenaDP):
    #log(playerVehVO)
    if BigWorld.player().arena.guiType == 1: # ARENA_GUI_TYPE.RANDOM
        if flags & INVALIDATE_OP.PREBATTLE_CHANGED and playerVehVO.squadIndex > 0:
            isEnemy = playerVehVO.team != arenaDP.getNumberOfTeam()
            for index, (vInfoVO, vStatsVO, viStatsVO) in enumerate(arenaDP.getTeamIterator(isEnemy)):
                if vInfoVO.squadIndex > 0:
                    g_xvm.invalidate(vInfoVO.vehicleID, INV.MARKER_SQUAD)
Beispiel #2
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def _Minimap__delEntry(self, id, inCallback=False):
    # debug('> _Minimap__delEntry: {0}'.format(id))
    vehstate.updateSpottedStatus(id, False)
    g_xvm.invalidate(id, INV.BATTLE_SPOTTED)
Beispiel #3
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def Vehicle_onHealthChanged(self, newHealth, attackerID, attackReasonID):
    # debug("> Vehicle_onHealthChanged: %i, %i, %i" % (newHealth, attackerID, attackReasonID))
    g_xvm.invalidate(self.id, INV.BATTLE_HP)
Beispiel #4
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def _Minimap__addEntry(self, vInfo, guiProps, location, doMark):
    # debug('> _Minimap__addEntry: {0}'.format(vInfo.vehicleID))
    vehstate.updateSpottedStatus(vInfo.vehicleID, True)
    g_xvm.invalidate(vInfo.vehicleID, INV.BATTLE_SPOTTED)
Beispiel #5
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def PlayerAvatar_vehicle_onLeaveWorld(self, vehicle):
    # debug("> PlayerAvatar_vehicle_onLeaveWorld: hp=%i" % vehicle.health)
    g_xvm.invalidate(vehicle.id, INV.BATTLE_STATE)