player.ip = event.ip player.lastconnect = time.time() def player_weaponstats(event,ip,port,timestamp): player = Stats.getPlayer(event.steamid,ip,port) player.checkName(event.name) curWeapon = player.getWeapon(event.weapon) curWeapon.kills += event.kills curWeapon.headshots += event.headshots curWeapon.damage += event.damage curWeapon.tks += event.tks def player_attacked(event,ip,port,timestamp): attacker = Stats.getPlayer(event.attacker_steamid,ip,port) attacker.checkName(event.attacker_name) curWeapon = attacker.getWeapon(event.weapon) curWeapon.damage += event.damage from eventhandler import eventhandler eventhandler.registerCallback(player_killed,['player_killed']) eventhandler.registerCallback(player_suicide,['player_suicide']) eventhandler.registerCallback(player_connect,['player_connect']) eventhandler.registerCallback(player_weaponstats,['player_weaponstats']) eventhandler.registerCallback(player_attacked,['player_attacked'])
def player_triggered(event, ip, port, timestamp): player = Stats.getPlayer(event.steamid, ip, port) curevent = player.getEvent(event.event) curevent.trigger_count += 1 def player_joinedteam(event, ip, port, timestamp): player = Stats.getPlayer(event.steamid, ip, port) player.getTeam(event.newteam).join_count += 1 def server_map(event, ip, port, timestamp): curmap = Stats.getServerMap(ip, port) players = Stats.getPlayers(ip, port) for cur in players: players[cur].savePlayer(ip, port, curmap) Stats.setServerMap(ip, port, event.map) from eventhandler import eventhandler eventhandler.registerCallback(player_triggered, ["player_triggered"]) eventhandler.registerCallback(player_joinedteam, ["player_joinedteam"]) eventhandler.registerCallback(server_map, ["server_map"])
import logging main_log = logging.getLogger("main_log") player_count = 0 def player_connect(event,ip,port,timestamp): global player_count player_count += 1 main_log.debug("%i players have connected so far" % player_count) from eventhandler import eventhandler eventhandler.registerCallback(player_connect,['player_connect'])