def fset(ptr, value): """Set the property value and notify if networked.""" # Does the property have True/False values? if true_value is not None: # Get the proper value to set value = true_value if value else false_value # Is the property a native type? if native_type: # Set the property getattr(ptr, 'set_' + type_name)(value, offset) # Is the property not a native type? else: # Get the class to set the property as cls = self.get_class(type_name) # Set the property get_object_pointer(value).copy( ptr + offset, cls._size) # Is the property networked? if networked: # Notify the change of state edict_from_pointer(ptr).state_changed()
def fset(ptr, value): """Set the property value and notify if networked.""" # Is the property a native type? if native_type: # Does the value need cast to a string? if type_name == 'char': value = chr(value) # Set the property getattr(ptr, 'set_' + type_name)(value, offset) # Is the property not a native type? else: # Get the class to set the property as cls = self.get_class(type_name) # Set the property get_object_pointer(value).copy(ptr + offset, cls._size) # Is the property networked? if networked: # Notify the change of state edict_from_pointer(ptr).state_changed()
def fset(ptr, value): """Set the property value and notify if networked.""" # Is the property a native type? if native_type: # Does the value need cast to a string? if type_name == 'char': value = chr(value) # Set the property getattr(ptr, 'set_' + type_name)(value, offset) # Is the property not a native type? else: # Get the class to set the property as cls = self.get_class(type_name) # Set the property get_object_pointer(value).copy( ptr + offset, cls._size) # Is the property networked? if networked: # Notify the change of state edict_from_pointer(ptr).state_changed()
def _pre_bump_weapon(args): """Switch the player's team if they are a CT picking up the bomb.""" global _bump_player if edict_from_pointer(args[1]).classname != 'weapon_c4': return _bump_player = make_object(Player, args[0]) if _bump_player.team == 3: Entity(_bump_player.index).team = 2 else: _bump_player = None
def _on_weapon_bump(args): """Return whether the player is allowed to pickup the weapon.""" return weapon_restriction_manager.on_player_bumping_weapon( make_object(Player, args[0]), edict_from_pointer(args[1]).classname)