Exemple #1
0
def bomb_defused(event_var):
    # Get the player instance
    ggPlayer = Player(event_var['userid'])

    # The number of levels we will level up the player
    levels = 1

    # If they shouldn't be skipping their current level, stop here
    if ((not int(gg_bomb_defused_skip_nade) and ggPlayer.weapon == 'hegrenade')
            or
        (not int(gg_bomb_defused_skip_knife) and ggPlayer.weapon == 'knife')):
        ggPlayer.msg('CannotSkipLevel_ByDefusing', {'level': ggPlayer.weapon})
        return

    # Loop through weapons of the levels we plan to level the player up past
    for weapon in getLevelupList(ggPlayer.level,
                                 ggPlayer.level + int(gg_bomb_defused_levels)):
        # If gg_bomb_defused_skip_knife or gg_bomb_defused_skip_nade are
        # disabled, make sure the player will not skip that level
        if ((not int(gg_bomb_defused_skip_knife) and weapon == 'knife') or
            (not int(gg_bomb_defused_skip_nade) and weapon == 'hegrenade')):
            ggPlayer.msg('CannotSkipLevel_ByDefusing', {'level': weapon})
            break

        # Add to the number of levels they will gain
        levels += 1

    # Level up the player
    ggPlayer.levelup(levels, 0, 'bomb_defused')
def bomb_defused(event_var):
    # Get the player instance
    ggPlayer = Player(event_var['userid'])

    # The number of levels we will level up the player
    levels = 1

    # If they shouldn't be skipping their current level, stop here
    if ((not int(gg_bomb_defused_skip_nade) and ggPlayer.weapon == 'hegrenade')
      or (not int(gg_bomb_defused_skip_knife) and ggPlayer.weapon == 'knife')):
        ggPlayer.msg('CannotSkipLevel_ByDefusing', {'level': ggPlayer.weapon})
        return

    # Loop through weapons of the levels we plan to level the player up past
    for weapon in getLevelupList(ggPlayer.level,
      ggPlayer.level + int(gg_bomb_defused_levels)):
        # If gg_bomb_defused_skip_knife or gg_bomb_defused_skip_nade are
        # disabled, make sure the player will not skip that level
        if ((not int(gg_bomb_defused_skip_knife) and weapon == 'knife') or
          (not int(gg_bomb_defused_skip_nade) and weapon == 'hegrenade')):
            ggPlayer.msg('CannotSkipLevel_ByDefusing', {'level': weapon})
            break

        # Add to the number of levels they will gain
        levels += 1

    # Level up the player
    ggPlayer.levelup(levels, 0, 'bomb_defused')
def player_death(event_var):
    # Find the number of hostages following the victim
    handle = es.getplayerhandle(event_var['userid'])
    hostages = len(filter(lambda index: es.getindexprop(index,
        'CHostage.m_leader') == handle, es.getEntityIndexes('hostage_entity')))

    # Were any hostages following?
    if not hostages:
        return

    # Was suicide?
    attacker = int(event_var['attacker'])
    if not attacker:
        return

    # Was a team kill?
    if event_var['es_userteam'] == event_var['es_attackerteam']:
        return

    # Get the attacker instance
    ggPlayer = Player(attacker)

    # Increment player hostage stops
    ggPlayer.hostage_stopped += hostages

    # Enough hostages stopped to level player up?
    if ggPlayer.hostage_stopped >= int(gg_hostage_stopped_stops):

        # Decrease the hostage stopped counter
        ggPlayer.hostage_stopped -= int(gg_hostage_stopped_stops)

        # The number of levels we will level up the player
        levels = 1

        # If they shouldn't be skipping their current level, stop here
        if (not int(gg_hostage_stopped_skip_nade)
          and ggPlayer.weapon == 'hegrenade') or (
          not int(gg_hostage_stopped_skip_knife)
          and ggPlayer.weapon == 'knife'):
            msg(ggPlayer.userid, 'CannotSkipLevel_ByStopping',
                {'level': ggPlayer.weapon})
            return

        # Loop through weapons of the levels we plan to level the player past
        for weapon in getLevelupList(ggPlayer.level,
          ggPlayer.level + int(gg_hostage_stopped_levels)):
            # If gg_hostage_stopped_skip_knife or gg_hostage_stopped_skip_nade
            # are disabled, make sure the player will not skip that level
            if (not int(gg_hostage_stopped_skip_knife)
              and weapon == 'knife') or (
              not int(gg_hostage_stopped_skip_nade)
              and weapon == 'hegrenade'):
                msg(ggPlayer.userid, 'CannotSkipLevel_ByStopping',
                    {'level': weapon})
                break

            # Add to the number of levels they will gain
            levels += 1

        ggPlayer.levelup(levels, 0, 'hostage_stopped')
def hostage_rescued(event_var):
    # Get the player instance
    ggPlayer = Player(event_var['userid'])

    # Increment player rescues
    ggPlayer.hostage_rescued += 1

    # Enough hostages rescued to level player up?
    if ggPlayer.hostage_rescued >= int(gg_hostage_rescued_rescues):

        # Reset hostage rescued counter
        ggPlayer.hostage_rescued = 0

        # The number of levels we will level up the player
        levels = 1

        # If they shouldn't be skipping their current level, stop here
        if (not int(gg_hostage_rescued_skip_nade)
          and ggPlayer.weapon == 'hegrenade') or (
          not int(gg_hostage_rescued_skip_knife)
          and ggPlayer.weapon == 'knife'):
            msg(ggPlayer.userid, 'CannotSkipLevel_ByRescuing',
                {'level': ggPlayer.weapon})
            return

        # Loop through weapons of the levels we plan to level the player past
        for weapon in getLevelupList(ggPlayer.level,
          ggPlayer.level + int(gg_hostage_rescued_levels)):
            # If gg_hostage_rescued_skip_knife or gg_hostage_rescued_skip_nade
            # are disabled, make sure the player will not skip that level
            if (not int(gg_hostage_rescued_skip_knife)
              and weapon == 'knife') or (
              not int(gg_hostage_rescued_skip_nade)
              and weapon == 'hegrenade'):
                msg(ggPlayer.userid, 'CannotSkipLevel_ByRescuing',
                    {'level': weapon})
                break

            # Add to the number of levels they will gain
            levels += 1

        ggPlayer.levelup(levels, 0, 'hostage_rescued')
Exemple #5
0
def hostage_rescued(event_var):
    # Get the player instance
    ggPlayer = Player(event_var['userid'])

    # Increment player rescues
    ggPlayer.hostage_rescued += 1

    # Enough hostages rescued to level player up?
    if ggPlayer.hostage_rescued >= int(gg_hostage_rescued_rescues):

        # Reset hostage rescued counter
        ggPlayer.hostage_rescued = 0

        # The number of levels we will level up the player
        levels = 1

        # If they shouldn't be skipping their current level, stop here
        if (not int(gg_hostage_rescued_skip_nade) and ggPlayer.weapon
                == 'hegrenade') or (not int(gg_hostage_rescued_skip_knife)
                                    and ggPlayer.weapon == 'knife'):
            msg(ggPlayer.userid, 'CannotSkipLevel_ByRescuing',
                {'level': ggPlayer.weapon})
            return

        # Loop through weapons of the levels we plan to level the player past
        for weapon in getLevelupList(
                ggPlayer.level,
                ggPlayer.level + int(gg_hostage_rescued_levels)):
            # If gg_hostage_rescued_skip_knife or gg_hostage_rescued_skip_nade
            # are disabled, make sure the player will not skip that level
            if (not int(gg_hostage_rescued_skip_knife) and weapon
                    == 'knife') or (not int(gg_hostage_rescued_skip_nade)
                                    and weapon == 'hegrenade'):
                msg(ggPlayer.userid, 'CannotSkipLevel_ByRescuing',
                    {'level': weapon})
                break

            # Add to the number of levels they will gain
            levels += 1

        ggPlayer.levelup(levels, 0, 'hostage_rescued')
Exemple #6
0
def give_bonus(userid, sound=False, turboCheck=False):
    ggPlayer = Player(userid)

    # Using weapon list?
    if using_weapon_list():

        # Player needs a real levelup?
        totalLevels = get_total_levels(str(gg_nade_bonus))
        if totalLevels < ggPlayer.nadeBonusLevel:

            # Reset bonus multi kills
            ggPlayer.nadeBonusMulti = 0

            # Player stuck on last gun ?
            if int(gg_nade_bonus_mode) == 0:
                ggPlayer.nadeBonusLevel = totalLevels
                return

            # Resetting player's bonus level
            ggPlayer.nadeBonusLevel = 1

            # Put the player back on level 1 ?
            if int(gg_nade_bonus_mode) == 1:

                # Recall the function to give level 1 weapon
                give_bonus(userid, sound, turboCheck)

                # Strip the previous weapons
                ggPlayer.strip_weapons([get_level_weapon(
                    get_total_levels(str(gg_nade_bonus)), str(gg_nade_bonus))])
                return

            # Level them up
            ggPlayer.levelup(1, userid, 'kill')

            # Play the levelup sound
            ggPlayer.playsound('levelup')

            # Strip the previous weapons
            ggPlayer.strip_weapons([get_level_weapon(get_total_levels(
                                    str(gg_nade_bonus)), str(gg_nade_bonus))])

            # Display message
            ggPlayer.msg('Levelup', {}, True)

            return

    # Play sound ?
    if sound:
        ggPlayer.playsound('nadebonuslevel')

    # gg_turbo is loaded ?
    if turboCheck and not int(es.ServerVar('gg_turbo')):
        return

    # Get weapon
    weapons = get_weapon(userid)

    # All you get is a knife?
    if len(weapons) == 1 and weapons[0] == 'knife':

        # Not carrying a nade?
        if getPlayer(userid).get('he') == 0:

            # Pull out knife
            es.sexec(userid, 'use weapon_knife')

        return

    # Give weapons
    count = 0
    for weapon in weapons:

        # If the weapon is flashbang, and it is not the first flashbang in the
        # list, give it without stripping the first one we gave, and continue
        if (weapon == "flashbang" and
          weapons.count("flashbang") > 1 and
          count != weapons.index("flashbang")):

            ggPlayer.give(weapon, False, False)
            continue

        count += 1

        ggPlayer.give(weapon, False, True)

    # if they are carrying an hegrenade, make them use it
    if getPlayer(userid).get('he') != 0:
        es.sexec(userid, 'use weapon_hegrenade')

    # If a weapon list is being used, strip the previous weapons
    if using_weapon_list():
        previousLevel = Player(userid).nadeBonusLevel - 1
        # If their level just started the loop again, their previous level is
        # the total number of levels
        if previousLevel < 1:
            previousLevel = get_total_levels(str(gg_nade_bonus))
            # If the total number of levels is 1, don't strip them
            if previousLevel == 1:
                return

        # Strip the previous weapons
        ggPlayer.strip_weapons([get_level_weapon(previousLevel,
                                                        str(gg_nade_bonus))])
Exemple #7
0
def player_death(event_var):
    # ===================
    # Was weapon a knife
    # ===================
    if event_var['weapon'] != 'knife':
        return

    # ===================
    # Player Information
    # ===================
    attacker = int(event_var['attacker'])
    victim = int(event_var['userid'])
    userteam = event_var['es_userteam']
    attackerteam = event_var['es_attackerteam']
    # ===================
    # Check for suicide
    # ===================
    if (attackerteam == userteam) or (victim == attacker) or (attacker == 0):
        return

    ggAttacker = Player(attacker)
    # gg_levelup fires before this because internal events fire first, so:
    # If the player just got off of knife level, set their weapon to knife
    # and their level to knife level
    if attacker in recentlyOffKnife:
        attackerWeapon = "knife"
        attackerLevel = ggAttacker.level - 1
    else:
        attackerWeapon = ggAttacker.weapon
        attackerLevel = ggAttacker.level

    # ===================
    # Attacker checks
    # ===================
    ggVictim = Player(victim)

    # Is the victim AFK?
    if ggVictim.afk():
        # If we do not allow afk levelups through knife kills, stop here
        if not (int(gg_allow_afk_levels) and int(gg_allow_afk_levels_knife)):
            msg(attacker, 'VictimAFK', prefix=True)
            return

    # If the level difference is higher than the limit, stop here
    if ((attackerLevel - ggVictim.level) > int(gg_knife_pro_limit)
            and int(gg_knife_pro_limit) != 0):
        msg(attacker,
            'LevelDifferenceLimit', {'limit': int(gg_knife_pro_limit)},
            prefix=True)
        return

    # Don't skip hegrenade level unless gg_knife_pro_skip_nade is allowed
    if attackerWeapon == 'hegrenade' and not int(gg_knife_pro_skip_nade):
        # If gg_knife_pro_always_level is enabled, level down the victim
        if int(gg_knife_pro_always_level):
            level_down_victim(attacker, victim)

        msg(attacker, 'CannotSkipThisLevel', prefix=True)
        return

    # If the attacker is on knife level, stop here
    if attackerWeapon == 'knife':
        # If gg_knife_pro_always_level is enabled, level down the victim first
        if int(gg_knife_pro_always_level):
            level_down_victim(attacker, victim)

        return

    # ===================
    # Victim checks
    # ===================
    # Is victim on level 1?
    if ggVictim.level == 1:

        # Checking for always level mode
        if not int(gg_knife_pro_always_level):
            msg(attacker, 'VictimLevel1', prefix=True)
            return

    # ===================
    # Attacker Levelup
    # ===================
    # Can the attacker level up ?
    if not ggAttacker.preventlevel.levelup:

        # If the victim gets stopped by one of our checks before leveling down,
        # still fire the steal event here because there was still a knife pro
        # steal
        if not level_down_victim(attacker, victim):
            fire_gg_knife_steal(attacker, victim)

        # Play sound & levelup
        ggAttacker.playsound('levelsteal')
        ggAttacker.levelup(1, victim, 'steal')
Exemple #8
0
def player_death(event_var):
    # ===================
    # Was weapon a knife
    # ===================
    if event_var['weapon'] != 'knife':
        return

    # ===================
    # Player Information
    # ===================
    attacker = int(event_var['attacker'])
    victim = int(event_var['userid'])
    userteam = event_var['es_userteam']
    attackerteam = event_var['es_attackerteam']
    # ===================
    # Check for suicide
    # ===================
    if (attackerteam == userteam) or (victim == attacker) or (attacker == 0):
        return

    ggAttacker = Player(attacker)
    # gg_levelup fires before this because internal events fire first, so:
    # If the player just got off of knife level, set their weapon to knife
    # and their level to knife level
    if attacker in recentlyOffKnife:
        attackerWeapon = "knife"
        attackerLevel = ggAttacker.level - 1
    else:
        attackerWeapon = ggAttacker.weapon
        attackerLevel = ggAttacker.level

    # ===================
    # Attacker checks
    # ===================
    ggVictim = Player(victim)

    # Is the victim AFK?
    if ggVictim.afk():
        # If we do not allow afk levelups through knife kills, stop here
        if not (int(gg_allow_afk_levels) and int(gg_allow_afk_levels_knife)):
            msg(attacker, 'VictimAFK', prefix=True)
            return

    # If the level difference is higher than the limit, stop here
    if ((attackerLevel - ggVictim.level) >
      int(gg_knife_pro_limit) and int(gg_knife_pro_limit) != 0):
        msg(attacker, 'LevelDifferenceLimit',
            {'limit': int(gg_knife_pro_limit)}, prefix=True)
        return

    # Don't skip hegrenade level unless gg_knife_pro_skip_nade is allowed
    if attackerWeapon == 'hegrenade' and not int(gg_knife_pro_skip_nade):
        # If gg_knife_pro_always_level is enabled, level down the victim
        if int(gg_knife_pro_always_level):
            level_down_victim(attacker, victim)

        msg(attacker, 'CannotSkipThisLevel', prefix=True)
        return

    # If the attacker is on knife level, stop here
    if attackerWeapon == 'knife':
        # If gg_knife_pro_always_level is enabled, level down the victim first
        if int(gg_knife_pro_always_level):
            level_down_victim(attacker, victim)

        return

    # ===================
    # Victim checks
    # ===================
    # Is victim on level 1?
    if ggVictim.level == 1:

        # Checking for always level mode
        if not int(gg_knife_pro_always_level):
            msg(attacker, 'VictimLevel1', prefix=True)
            return

    # ===================
    # Attacker Levelup
    # ===================
    # Can the attacker level up ?
    if not ggAttacker.preventlevel.levelup:

        # If the victim gets stopped by one of our checks before leveling down,
        # still fire the steal event here because there was still a knife pro
        # steal
        if not level_down_victim(attacker, victim):
            fire_gg_knife_steal(attacker, victim)

        # Play sound & levelup
        ggAttacker.playsound('levelsteal')
        ggAttacker.levelup(1, victim, 'steal')
Exemple #9
0
def give_bonus(userid, sound=False, turboCheck=False):
    ggPlayer = Player(userid)

    # Using weapon list?
    if using_weapon_list():

        # Player needs a real levelup?
        totalLevels = get_total_levels(str(gg_nade_bonus))
        if totalLevels < ggPlayer.nadeBonusLevel:

            # Reset bonus multi kills
            ggPlayer.nadeBonusMulti = 0

            # Player stuck on last gun ?
            if int(gg_nade_bonus_mode) == 0:
                ggPlayer.nadeBonusLevel = totalLevels
                return

            # Resetting player's bonus level
            ggPlayer.nadeBonusLevel = 1

            # Put the player back on level 1 ?
            if int(gg_nade_bonus_mode) == 1:

                # Recall the function to give level 1 weapon
                give_bonus(userid, sound, turboCheck)

                # Strip the previous weapons
                ggPlayer.strip_weapons([
                    get_level_weapon(get_total_levels(str(gg_nade_bonus)),
                                     str(gg_nade_bonus))
                ])
                return

            # Level them up
            ggPlayer.levelup(1, userid, 'kill')

            # Play the levelup sound
            ggPlayer.playsound('levelup')

            # Strip the previous weapons
            ggPlayer.strip_weapons([
                get_level_weapon(get_total_levels(str(gg_nade_bonus)),
                                 str(gg_nade_bonus))
            ])

            # Display message
            ggPlayer.msg('Levelup', {}, True)

            return

    # Play sound ?
    if sound:
        ggPlayer.playsound('nadebonuslevel')

    # gg_turbo is loaded ?
    if turboCheck and not int(es.ServerVar('gg_turbo')):
        return

    # Get weapon
    weapons = get_weapon(userid)

    # All you get is a knife?
    if len(weapons) == 1 and weapons[0] == 'knife':

        # Not carrying a nade?
        if getPlayer(userid).get('he') == 0:

            # Pull out knife
            es.sexec(userid, 'use weapon_knife')

        return

    # Give weapons
    count = 0
    for weapon in weapons:

        # If the weapon is flashbang, and it is not the first flashbang in the
        # list, give it without stripping the first one we gave, and continue
        if (weapon == "flashbang" and weapons.count("flashbang") > 1
                and count != weapons.index("flashbang")):

            ggPlayer.give(weapon, False, False)
            continue

        count += 1

        ggPlayer.give(weapon, False, True)

    # if they are carrying an hegrenade, make them use it
    if getPlayer(userid).get('he') != 0:
        es.sexec(userid, 'use weapon_hegrenade')

    # If a weapon list is being used, strip the previous weapons
    if using_weapon_list():
        previousLevel = Player(userid).nadeBonusLevel - 1
        # If their level just started the loop again, their previous level is
        # the total number of levels
        if previousLevel < 1:
            previousLevel = get_total_levels(str(gg_nade_bonus))
            # If the total number of levels is 1, don't strip them
            if previousLevel == 1:
                return

        # Strip the previous weapons
        ggPlayer.strip_weapons(
            [get_level_weapon(previousLevel, str(gg_nade_bonus))])
Exemple #10
0
def player_death(event_var):
    '''Called every time a player dies'''

    # Is the round active?
    if not ActiveInfo.round:

        # If not, do nothing
        return

    # Set player ids
    userid = int(event_var['userid'])
    attacker = int(event_var['attacker'])

    # Is the attacker on the server?
    if not es.exists('userid', attacker):
        return

    # Suicide check
    if (attacker == 0 or attacker == userid):
        return

    # TEAM-KILL CHECK
    if (event_var['es_userteam'] == event_var['es_attackerteam']):
        return

    # Get victim object
    ggVictim = Player(userid)

    # Get attacker object
    ggAttacker = Player(attacker)

    # Check the weapon was correct (Normal Kill)
    if event_var['weapon'] != ggAttacker.weapon:
        return

    # Don't continue if the victim is AFK
    if not int(gg_allow_afk_levels):

        # Make sure the victim is not a bot
        if not es.isbot(userid):

            # Is AFK ?
            if ggVictim.afk():

                # Is their weapon an hegrenade
                # and do we allow AFK leveling?
                if (ggAttacker.weapon == 'hegrenade' and
                  int(gg_allow_afk_levels_nade)):

                    # Pass if we are allowing AFK leveling on nade level
                    pass

                # Is their weapon a knife and do we allow AFK leveling?
                elif (ggAttacker.weapon == 'knife' and
                  int(gg_allow_afk_levels_knife)):

                    # Pass if we are allowing AFK leveling on knife level
                    pass

                # None of the above checks apply --- continue with hudhint
                else:

                    # Make sure the attacker is not a bot
                    if es.isbot(attacker):
                        return

                    # Tell the attacker they victim was AFK
                    ggAttacker.hudhint(
                        'PlayerAFK', {'player': event_var['es_username']})
                    return

    # Get the current level's multikill value
    multiKill = get_level_multikill(ggAttacker.level)

    # If set to 1, level the player up
    if multiKill == 1:
        # Level them up
        ggAttacker.levelup(1, userid, 'kill')

        return

    # Multikill value is > 1 ... add 1 to the multikill attribute
    ggAttacker.multikill += 1

    # Finished the multikill
    if ggAttacker.multikill >= multiKill:

        # Level them up
        ggAttacker.levelup(1, userid, 'kill')

    # Increment their current multikill value
    else:

        # Play the multikill sound
        ggAttacker.playsound('multikill')
Exemple #11
0
def player_death(event_var):
    # Find the number of hostages following the victim
    handle = es.getplayerhandle(event_var['userid'])
    hostages = len(
        filter(
            lambda index: es.getindexprop(index, 'CHostage.m_leader') ==
            handle, es.getEntityIndexes('hostage_entity')))

    # Were any hostages following?
    if not hostages:
        return

    # Was suicide?
    attacker = int(event_var['attacker'])
    if not attacker:
        return

    # Was a team kill?
    if event_var['es_userteam'] == event_var['es_attackerteam']:
        return

    # Get the attacker instance
    ggPlayer = Player(attacker)

    # Increment player hostage stops
    ggPlayer.hostage_stopped += hostages

    # Enough hostages stopped to level player up?
    if ggPlayer.hostage_stopped >= int(gg_hostage_stopped_stops):

        # Decrease the hostage stopped counter
        ggPlayer.hostage_stopped -= int(gg_hostage_stopped_stops)

        # The number of levels we will level up the player
        levels = 1

        # If they shouldn't be skipping their current level, stop here
        if (not int(gg_hostage_stopped_skip_nade) and ggPlayer.weapon
                == 'hegrenade') or (not int(gg_hostage_stopped_skip_knife)
                                    and ggPlayer.weapon == 'knife'):
            msg(ggPlayer.userid, 'CannotSkipLevel_ByStopping',
                {'level': ggPlayer.weapon})
            return

        # Loop through weapons of the levels we plan to level the player past
        for weapon in getLevelupList(
                ggPlayer.level,
                ggPlayer.level + int(gg_hostage_stopped_levels)):
            # If gg_hostage_stopped_skip_knife or gg_hostage_stopped_skip_nade
            # are disabled, make sure the player will not skip that level
            if (not int(gg_hostage_stopped_skip_knife) and weapon
                    == 'knife') or (not int(gg_hostage_stopped_skip_nade)
                                    and weapon == 'hegrenade'):
                msg(ggPlayer.userid, 'CannotSkipLevel_ByStopping',
                    {'level': weapon})
                break

            # Add to the number of levels they will gain
            levels += 1

        ggPlayer.levelup(levels, 0, 'hostage_stopped')