Exemple #1
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    def check_final_kill(self, userid, weapon):
        '''Checks to see if the kill should end the match'''

        # Is the team on the last level?
        if self.level != get_total_levels():

            # If not, return
            return

        # Is the team on the last multikill for the last level?
        if self.multikill + 1 < get_level_multikill(self.level):

            # If not, return
            return

        # Was the weapon used the last level's weapon?
        if get_level_weapon(self.level) != weapon:

            # If not, return
            return

        # Get the Player instance
        ggPlayer = Player(userid)

        # Is the attacker on the last level?
        if ggPlayer.level != get_total_levels():

            # If not, return
            return

        # End the match
        GG_Team_Win(winner=self.team, loser=5 - self.team).fire()
Exemple #2
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    def check_final_kill(self, userid, weapon):
        '''Checks to see if the kill should end the match'''

        # Is the team on the last level?
        if self.level != get_total_levels():

            # If not, return
            return

        # Is the team on the last multikill for the last level?
        if self.multikill + 1 < get_level_multikill(self.level):

            # If not, return
            return

        # Was the weapon used the last level's weapon?
        if get_level_weapon(self.level) != weapon:

            # If not, return
            return

        # Get the Player instance
        ggPlayer = Player(userid)

        # Is the attacker on the last level?
        if ggPlayer.level != get_total_levels():

            # If not, return
            return

        # End the match
        GG_Team_Win(winner=self.team, loser=5 - self.team).fire()
Exemple #3
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def weapons_menu_cmd(userid, args):
    # Make sure player exists
    if not es.exists('userid', userid) and userid != 0:
        return

    weaponOrder = []
    level = 1
    totalLevels = get_total_levels()

    while level <= totalLevels:
        weaponOrder.append(
            "[%s] %s" % (get_level_multikill(level), get_level_weapon(level)))
        level += 1

    # Get the level the player is on
    ggLevel = Player(userid).level

    # Create a new OrderedMenu
    ggWeaponsMenu = OrderedMenu(userid,
                                'GunGame: Weapons Menu',
                                weaponOrder,
                                highlightIndex=ggLevel)

    # Send the OrderedMenu on the page the player's weapon is on
    ggWeaponsMenu.send_page(get_index_page(ggLevel))
def gg_start(event_var):
    global played_knife
    global played_nade
    global knife_level
    global nade_level

    # Reset the globals when GG starts
    played_knife = False
    played_nade = False
    nade_level = 0
    knife_level = 0

    # Loop through all levels
    for level in xrange(1, get_total_levels() + 1):

        # Get the weapon for the current level
        weapon = get_level_weapon(level)

        # Is the weapon hegrenade?
        if weapon == 'hegrenade':

            # Each time hegrenade is found, change nade_level so
            # that nade_level ends up being the last hegrenade level
            nade_level = level

        # Is the weapon knife?
        if weapon == 'knife':

            # Each time knife is found, change knife_level so
            # that knife_level ends up being the last knife level
            knife_level = level
Exemple #5
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    def increase_level(self):
        '''Increases the team's level and levels up all team memebers'''

        # Reset the team's multikill value
        self.multikill = 0

        # Increase the team's level
        self.level += 1

        # Did the team just win?
        if self.level > get_total_levels():

            GG_Team_Win(winner=self.team, loser=5 - self.team).fire()

            # Do not send messages or increase player levels
            return

        # Fire GG_Team_LevelUp
        GG_Team_LevelUp(team=self.team,
            old_level=self.level - 1, new_level=self.level).fire()

        # Loop through all team members
        for userid in self.team_players:

            # Set the player's level to the team level
            self.set_player_level(userid)
Exemple #6
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    def increase_level(self):
        '''Increases the team's level and levels up all team memebers'''

        # Reset the team's multikill value
        self.multikill = 0

        # Increase the team's level
        self.level += 1

        # Did the team just win?
        if self.level > get_total_levels():

            GG_Team_Win(winner=self.team, loser=5 - self.team).fire()

            # Do not send messages or increase player levels
            return

        # Fire GG_Team_LevelUp
        GG_Team_LevelUp(team=self.team,
                        old_level=self.level - 1,
                        new_level=self.level).fire()

        # Loop through all team members
        for userid in self.team_players:

            # Set the player's level to the team level
            self.set_player_level(userid)
Exemple #7
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def player_death(event_var):
    attacker = int(event_var['attacker'])

    # Checking if player needs a new nade bonus
    if not check_bonus(attacker):
        return

    # We using a weapon list ?
    if not using_weapon_list():
        return

    weapon = get_weapon(attacker)

    # Was the kill with the bonus gun ?
    if event_var['weapon'] != weapon[0]:
        return

    ggPlayer = Player(attacker)

    # Stop Player at last level ?
    if int(gg_nade_bonus_mode) == 0:

        # Player on last level ?
        if get_total_levels(str(gg_nade_bonus)) == ggPlayer.nadeBonusLevel:
            return

    # Multikil check
    multiKill = get_level_multikill(ggPlayer.nadeBonusLevel,
                                    str(gg_nade_bonus))

    # Checking for multikill level
    if multiKill > 1:

        # Adding kill
        ggPlayer.nadeBonusMulti += 1

        # Level up ?
        if ggPlayer.nadeBonusMulti >= multiKill:

            # Reset multikill count
            ggPlayer.nadeBonusMulti = 0

            # Level up
            ggPlayer.nadeBonusLevel += 1

            # Give new weapon
            give_bonus(attacker, True, True)

        else:
            # Play sound
            ggPlayer.playsound('multikill')

    else:
        # Level up
        ggPlayer.nadeBonusLevel += 1

        # Give new weapon
        give_bonus(attacker, True, True)
Exemple #8
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def player_death(event_var):
    attacker = int(event_var['attacker'])

    # Checking if player needs a new nade bonus
    if not check_bonus(attacker):
        return

    # We using a weapon list ?
    if not using_weapon_list():
        return

    weapon = get_weapon(attacker)

    # Was the kill with the bonus gun ?
    if event_var['weapon'] != weapon[0]:
        return

    ggPlayer = Player(attacker)

    # Stop Player at last level ?
    if int(gg_nade_bonus_mode) == 0:

        # Player on last level ?
        if get_total_levels(str(gg_nade_bonus)) == ggPlayer.nadeBonusLevel:
            return

    # Multikil check
    multiKill = get_level_multikill(ggPlayer.nadeBonusLevel,
                                            str(gg_nade_bonus))

    # Checking for multikill level
    if multiKill > 1:

        # Adding kill
        ggPlayer.nadeBonusMulti += 1

        # Level up ?
        if ggPlayer.nadeBonusMulti >= multiKill:

            # Reset multikill count
            ggPlayer.nadeBonusMulti = 0

            # Level up
            ggPlayer.nadeBonusLevel += 1

            # Give new weapon
            give_bonus(attacker, True, True)

        else:
            # Play sound
            ggPlayer.playsound('multikill')

    else:
        # Level up
        ggPlayer.nadeBonusLevel += 1

        # Give new weapon
        give_bonus(attacker, True, True)
def send_level_info_hudhint(ggPlayer):
    # Get the level, total number of levels and leader level for the hudhint
    level = ggPlayer.level
    totalLevels = get_total_levels()
    leaderLevel = get_leader_level()

    # Create a string for the hudhint
    text = langstring('LevelInfo_CurrentLevel',
                      tokens={
                          'level': level,
                          'total': totalLevels
                      },
                      userid=ggPlayer.userid)

    text += langstring('LevelInfo_CurrentWeapon',
                       tokens={'weapon': ggPlayer.weapon},
                       userid=ggPlayer.userid)
    multiKill = get_level_multikill(level)
    if multiKill > 1:
        text += langstring('LevelInfo_RequiredKills',
                           tokens={
                               'kills': ggPlayer.multikill,
                               'total': get_level_multikill(level)
                           },
                           userid=ggPlayer.userid)

    leaderTokens = {}
    # Choose the leaderString based on the player's leadership status
    if get_leader_count() == 0:
        leaderString = 'LevelInfo_NoLeaders'
    elif is_leader(ggPlayer.userid):
        leaderString = 'LevelInfo_CurrentLeader'
        if get_leader_count() > 1:
            leaderString = 'LevelInfo_AmongstLeaders'
    else:
        leaderString = 'LevelInfo_LeaderLevel'
        leaderTokens = {
            'level': leaderLevel,
            'total': totalLevels,
            'weapon': get_level_weapon(leaderLevel)
        }

    text += langstring(leaderString,
                       tokens=leaderTokens,
                       userid=ggPlayer.userid)

    # Send the level information hudhint
    ggPlayer.hudhint(text)
Exemple #10
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def gg_levelup(event_var):
    # Get activation level
    activateLevel = (get_total_levels() + 1) - int(gg_friendlyfire)

    # If the Leader is on the friendlyfire level?
    if get_leader_level() >= activateLevel:
        # Check whether mp_friendlyfire is enabled
        if int(mp_friendlyfire) == 0:
            # Set mp_friendlyfire to 1
            mp_friendlyfire.set(1)

            # Send the message
            msg('#human', 'WatchYourFire', prefix=True)

            # Playing sound
            for userid in getUseridList('#human'):
                Player(userid).playsound('friendlyfire')
def getLevelupList(currentLevel, levelupLevel):
    levelupList = []

    # Get the total number of levels
    totalLevels = get_total_levels()

    # If the player would exceed the total number of levels, stop at the total
    if levelupLevel > totalLevels:
        levelupLevel = totalLevels

    # Create a list of the weapon names for levels we plan to level the player
    # up past
    for level in xrange(currentLevel + 1, levelupLevel):
        levelupList.append(get_level_weapon(level))

    # Return the list
    return levelupList
Exemple #12
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def getLevelupList(currentLevel, levelupLevel):
    levelupList = []

    # Get the total number of levels
    totalLevels = get_total_levels()

    # If the player would exceed the total number of levels, stop at the total
    if levelupLevel > totalLevels:
        levelupLevel = totalLevels

    # Create a list of the weapon names for levels we plan to level the player
    # up past
    for level in xrange(currentLevel + 1, levelupLevel):
        levelupList.append(get_level_weapon(level))

    # Return the list
    return levelupList
Exemple #13
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def gg_levelup(event_var):
    global voteHasStarted
    # Vote has allready been started?
    if voteHasStarted:
        return

    # Start vote ?
    if get_leader_level() < (get_total_levels() - int(gg_map_vote_trigger)):
        return

    # Change global so we dont fire the vote twice
    voteHasStarted = True

    # Use 3rd party voting system ?
    if int(gg_map_vote) > 1:
        es.server.queuecmd(str(gg_map_vote_command))
        return

    voteStart()
Exemple #14
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def gg_levelup(event_var):
    global voteHasStarted
    # Vote has allready been started?
    if voteHasStarted:
        return

    # Start vote ?
    if get_leader_level() < (get_total_levels() - int(gg_map_vote_trigger)):
        return

    # Change global so we dont fire the vote twice
    voteHasStarted = True

    # Use 3rd party voting system ?
    if int(gg_map_vote) > 1:
        es.server.queuecmd(str(gg_map_vote_command))
        return

    voteStart()
Exemple #15
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def server_cvar(event_var):
    cvar_name = event_var["cvarname"]
    cvar_value = event_var["cvarvalue"]

    # If the weapon order changed, get the new rtv_DisableLevel
    if cvar_name in ["gg_weapon_order_file", "gg_weapon_order_sort_type"]:
        global rtv_DisableLevel
        rtv_DisableLevel = get_total_levels() * gg_map_vote_rtv_levels_required / 100

    # Register RTV commmands?
    if cvar_name == "gg_map_vote_rtv":

        # Register RTV and nomination commands
        if int(cvar_value):
            registerSayCommand(str(gg_map_vote_rtv_command), rtv_cmd, "" + "RTV command.")
            registerSayCommand(str(gg_map_vote_nominate_command), nominate_cmd, "Nominate command.")
        # Unregister RTV and nomination commands
        else:
            unregisterSayCommand(str(gg_map_vote_rtv_command))
            unregisterSayCommand(str(gg_map_vote_nominate_command))
Exemple #16
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def send_level_info_hudhint(ggPlayer):
    # Get the level, total number of levels and leader level for the hudhint
    level = ggPlayer.level
    totalLevels = get_total_levels()
    leaderLevel = get_leader_level()

    # Create a string for the hudhint
    text = langstring('LevelInfo_CurrentLevel', tokens={
                            'level': level,
                            'total': totalLevels},
                            userid=ggPlayer.userid)

    text += langstring('LevelInfo_CurrentWeapon', tokens={
                            'weapon': ggPlayer.weapon},
                            userid=ggPlayer.userid)
    multiKill = get_level_multikill(level)
    if multiKill > 1:
        text += langstring('LevelInfo_RequiredKills', tokens={
                            'kills': ggPlayer.multikill,
                            'total': get_level_multikill(level)},
                            userid=ggPlayer.userid)

    leaderTokens = {}
    # Choose the leaderString based on the player's leadership status
    if get_leader_count() == 0:
        leaderString = 'LevelInfo_NoLeaders'
    elif is_leader(ggPlayer.userid):
        leaderString = 'LevelInfo_CurrentLeader'
        if get_leader_count() > 1:
            leaderString = 'LevelInfo_AmongstLeaders'
    else:
        leaderString = 'LevelInfo_LeaderLevel'
        leaderTokens = {'level': leaderLevel,
                    'total': totalLevels,
                    'weapon': get_level_weapon(leaderLevel)}

    text += langstring(leaderString,
        tokens=leaderTokens, userid=ggPlayer.userid)

    # Send the level information hudhint
    ggPlayer.hudhint(text)
Exemple #17
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def give_weapon(userid, previousLevel):
    if not es.exists('userid', userid) and userid != 0:
        return

    # Is spectator?
    if es.getplayerteam(userid) < 2:
        return

    # Get playerlib object
    pPlayer = getPlayer(userid)

    # Is player dead?
    if pPlayer.isdead:
        return

    # Give them their next weapon
    ggPlayer = Player(userid)
    ggPlayer.give_weapon()

    # If previousLevel is not in the order due to weapon orders changing,
    # stop here
    if previousLevel > get_total_levels():
        return

    weapsToStrip = [get_level_weapon(previousLevel)]

    # If the player is was on hegrenade level, and gg_nade_bonus is enabled,
    # and the current level is not hegrenade as well, get the list of their
    # bonus weapons
    if (weapsToStrip[0] == "hegrenade" and str(gg_nade_bonus) != "0"
            and ggPlayer.weapon != "hegrenade"):
        weapsToStrip.extend(get_weapon(userid))

    # If any weapons to be removed were just given, do not strip them
    if ggPlayer.weapon in weapsToStrip:
        weapsToStrip.remove(ggPlayer.weapon)

    # Strip the previous weapons
    ggPlayer.strip_weapons(weapsToStrip)
Exemple #18
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def give_weapon(userid, previousLevel):
    if not es.exists('userid', userid) and userid != 0:
        return

    # Is spectator?
    if es.getplayerteam(userid) < 2:
        return

    # Get playerlib object
    pPlayer = getPlayer(userid)

    # Is player dead?
    if pPlayer.isdead:
        return

    # Give them their next weapon
    ggPlayer = Player(userid)
    ggPlayer.give_weapon()

    # If previousLevel is not in the order due to weapon orders changing,
    # stop here
    if previousLevel > get_total_levels():
        return

    weapsToStrip = [get_level_weapon(previousLevel)]

    # If the player is was on hegrenade level, and gg_nade_bonus is enabled,
    # and the current level is not hegrenade as well, get the list of their
    # bonus weapons
    if (weapsToStrip[0] == "hegrenade" and
      str(gg_nade_bonus) != "0" and ggPlayer.weapon != "hegrenade"):
        weapsToStrip.extend(get_weapon(userid))

    # If any weapons to be removed were just given, do not strip them
    if ggPlayer.weapon in weapsToStrip:
        weapsToStrip.remove(ggPlayer.weapon)

    # Strip the previous weapons
    ggPlayer.strip_weapons(weapsToStrip)
Exemple #19
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def server_cvar(event_var):
    cvar_name = event_var['cvarname']
    cvar_value = event_var['cvarvalue']

    # If the weapon order changed, get the new rtv_DisableLevel
    if cvar_name in ['gg_weapon_order_file', 'gg_weapon_order_sort_type']:
        global rtv_DisableLevel
        rtv_DisableLevel = (get_total_levels() *
                            gg_map_vote_rtv_levels_required / 100)

    # Register RTV commmands?
    if cvar_name == 'gg_map_vote_rtv':

        # Register RTV and nomination commands
        if int(cvar_value):
            registerSayCommand(str(gg_map_vote_rtv_command), rtv_cmd,
                               '' + 'RTV command.')
            registerSayCommand(str(gg_map_vote_nominate_command), nominate_cmd,
                               'Nominate command.')
        # Unregister RTV and nomination commands
        else:
            unregisterSayCommand(str(gg_map_vote_rtv_command))
            unregisterSayCommand(str(gg_map_vote_nominate_command))
Exemple #20
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def weapons_menu_cmd(userid, args):
    # Make sure player exists
    if not es.exists('userid', userid) and userid != 0:
        return

    weaponOrder = []
    level = 1
    totalLevels = get_total_levels()

    while level <= totalLevels:
        weaponOrder.append("[%s] %s" % (get_level_multikill(level),
            get_level_weapon(level)))
        level += 1

    # Get the level the player is on
    ggLevel = Player(userid).level

    # Create a new OrderedMenu
    ggWeaponsMenu = OrderedMenu(userid, 'GunGame: Weapons Menu', weaponOrder,
                                                    highlightIndex=ggLevel)

    # Send the OrderedMenu on the page the player's weapon is on
    ggWeaponsMenu.send_page(get_index_page(ggLevel))
Exemple #21
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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 #22
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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 #23
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# Holds map nominations
nominations = []

# Instance of popuplib
ggVote = None

# Holds a list of userids at the time the vote was started
voteUserids = []

winningMap = None

# True/False if vote has allready been ran this map
voteHasStarted = False

# The level which, once the leader hits, disables RTV
rtv_DisableLevel = get_total_levels() * gg_map_vote_rtv_levels_required / 100

# The list of userids who have voted to RTV
rtvList = []

# Has the vote been rocked?
voteRocked = False


# =============================================================================
# >> LOAD & UNLOAD
# =============================================================================
def load():
    # Store the value of eventscripts_maphandler
    global eventscripts_maphandler_backup
    eventscripts_maphandler_backup = int(eventscripts_maphandler)
Exemple #24
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# Holds map nominations
nominations = []

# Instance of popuplib
ggVote = None

# Holds a list of userids at the time the vote was started
voteUserids = []

winningMap = None

# True/False if vote has allready been ran this map
voteHasStarted = False

# The level which, once the leader hits, disables RTV
rtv_DisableLevel = get_total_levels() * gg_map_vote_rtv_levels_required / 100

# The list of userids who have voted to RTV
rtvList = []

# Has the vote been rocked?
voteRocked = False


# =============================================================================
# >> LOAD & UNLOAD
# =============================================================================
def load():
    # Store the value of eventscripts_maphandler
    global eventscripts_maphandler_backup
    eventscripts_maphandler_backup = int(eventscripts_maphandler)