def _respawn_player(userid): """Respawn the given userid after validation.""" if GunGameStatus.ROUND is GunGameRoundStatus.INACTIVE: return player = player_dictionary.get(userid) if player is not None: player.spawn()
def _increment_team_multi_kill(game_event): if GunGameStatus.MATCH is not GunGameMatchStatus.ACTIVE: return attacker = player_dictionary.get(game_event['attacker']) if attacker is None: return victim = player_dictionary[game_event['userid']] if victim.team_index == attacker.team_index: return team = team_dictionary.get(attacker.team_index) if team is None: return weapon = weapon_manager[game_event['weapon']].basename if weapon != team.level_weapon: if weapon == 'prop_physics' and not prop_physics.get_int(): return elif weapon in melee_weapons and not count_melee_kills.get_int(): return elif weapon in grenade_weapons and not count_grenade_kills.get_int(): return team.increase_multi_kill()
def _respawn_victims(userid): """Respawn all victim's of the given userid.""" victims = eliminated_players.pop(userid, []) if not len(victims): return if GunGameStatus.ROUND is GunGameRoundStatus.INACTIVE: return players = list() for victim in victims: player = player_dictionary.get(victim) if player is None: continue if player.team == 1: continue players.append(player) player.spawn() if players: message_manager.chat_message( 'Elimination:Respawning', players[0].index, player='\x01, \x03'.join( map( attrgetter('name'), players ) ) )
def _increment_team_multi_kill(game_event): attacker = player_dictionary.get(game_event['attacker']) if attacker is None: return victim = player_dictionary[game_event['userid']] if victim.team == attacker.team: return team = team_dictionary.get(attacker.team) if team is None: return weapon = game_event['weapon'] if weapon != team.level_weapon: if weapon == 'prop_physics' and not prop_physics.get_int(): return elif weapon in melee_weapons and not count_melee_kills.get_int(): return elif weapon in grenade_weapons and not count_grenade_kills.get_int(): return team.increase_multi_kill()