Esempio n. 1
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def stageMenu_select(userid, choice, popupid):
    if (es.getplayerteam(userid) == 1): return
    if (userid in started):
        started.remove(userid)
    for a in range(1, 26):
        if (choice == '%s' % a):
            entities = es.createentitylist('info_teleport_destination')
            for b in entities:
                if (es.entitygetvalue(b, 'targetname') == "timer_stage%s" % a):
                    x = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
                    y = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
                    z = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
                    es.setplayerprop(
                        userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                        es.createvectorstring(x, y, z))
                    gamethread.delayed(
                        0.01, es.setplayerprop,
                        (userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                         es.createvectorstring(x, y, z)))
                    startPos = es.entitygetvalue(b, 'origin').split(' ')
                    startAng = es.entitygetvalue(b, 'angles').split(' ')
                    es.setpos(userid, startPos[0], startPos[1], startPos[2])
                    es.setang(userid, startAng[0], startAng[1], startAng[2])
    if (int(choice) > 7):
        gamethread.delayed(0.5, stageMenu.sendPage,
                           (userid, (math.ceil(float(choice) / float(7)))))
    else:
        gamethread.delayed(0.5, stageMenu.send, (userid))
Esempio n. 2
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def sendSecondMenu(userid, choice, popupid):
    oldChoice, target = choice
    if oldChoice == 2:
        steamid           = playerlib.uniqueid(userid, False)
        lang              = playerlib.getPlayer(userid).get("lang")
        if steamid not in locations:
            es.tell(userid, "#green", xalanguage("no locations", {}, lang) )
            return
        currentMap = str(es.ServerVar('eventscripts_currentmap'))
        if currentMap not in locations[steamid]:
            es.tell(userid, "#green", xalanguage("no map locations", {}, lang) )
            return
        if es.getplayerprop(target, 'CBasePlayer.pl.deadflag'):
            es.tell(userid, xalanguage('one player died', {}, playerlib.getPlayer(userid).get("lang") ) )
            return
        x, y, z = locations[steamid][currentMap]
        es.server.queuecmd('es_xsetpos %s %s %s %s' % (target, x, y, z + 10) )
        if not int(xa_anonymous):
            args           = {}
            args["player"] = es.getplayername(target)
            args["admin"]  = es.getplayername(userid)
            for player in playerlib.getPlayerList("#all"):
                es.tell(int(player), xalanguage("teleport to location", args, player.get("lang") ) )
        xateleport.logging.log("has teleported user %s [%s] to their saved location" % (es.getplayername(target), es.getplayersteamid(target)), userid)
    else:
        lang = playerlib.getPlayer(userid).get("lang")
        popupMenu = popuplib.easymenu("xa_teleport_players", "_popup_choice", teleportPlayerToPlayer)
        popupMenu.settitle(xalanguage["player select to send to"])
        for player in filter(lambda x: not es.getplayerprop(x, "CBasePlayer.pl.deadflag"), es.getUseridList()):
            popupMenu.addoption([target, player], es.getplayername(player), lang=lang)
        popupMenu.send(userid)
Esempio n. 3
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def sendSecondMenu(userid, choice, popupid):
    oldChoice, target = choice
    if oldChoice == 2:
        steamid           = playerlib.uniqueid(userid, False)
        lang              = playerlib.getPlayer(userid).get("lang")
        if steamid not in locations:
            es.tell(userid, "#green", xalanguage("no locations", {}, lang) )
            return
        currentMap = str(es.ServerVar('eventscripts_currentmap'))
        if currentMap not in locations[steamid]:
            es.tell(userid, "#green", xalanguage("no map locations", {}, lang) )
            return
        if es.getplayerprop(target, 'CBasePlayer.pl.deadflag'):
            es.tell(userid, xalanguage('one player died', {}, playerlib.getPlayer(userid).get("lang") ) )
            return
        x, y, z = locations[steamid][currentMap]
        es.server.queuecmd('es_xsetpos %s %s %s %s' % (target, x, y, z + 10) )
        if not int(xa_anonymous):
            args           = {}
            args["player"] = es.getplayername(target)
            args["admin"]  = es.getplayername(userid)
            for player in playerlib.getPlayerList("#all"):
                es.tell(int(player), xalanguage("teleport to location", args, player.get("lang") ) )
        xateleport.logging.log("has teleported user %s [%s] to their saved location" % (es.getplayername(target), es.getplayersteamid(target)), userid)
    else:
        lang = playerlib.getPlayer(userid).get("lang")
        popupMenu = popuplib.easymenu("xa_teleport_players", "_popup_choice", teleportPlayerToPlayer)
        popupMenu.settitle(xalanguage["player select to send to"])
        for player in filter(lambda x: not es.getplayerprop(x, "CBasePlayer.pl.deadflag"), es.getUseridList()):
            popupMenu.addoption([target, player], es.getplayername(player), lang=lang)
        popupMenu.send(userid)
Esempio n. 4
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def _get_vector(user_ID):
    return (es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[0]"),
            es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[1]"),
            es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[2]"))
Esempio n. 5
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def strip(users):
    '''Remove all weapons owned by a player...'''
    
    # Loop through all matching players...
    for userid in _get_matching_players(users):
        
        # Is the player dead?
        if es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
            
            # Don't go further...
            continue
            
        # Loop through all weapon slots...
        for x in range(0, 65):
            
            # Get the weapon index...
            index = es.getindexfromhandle(es.getplayerprop(
                userid, 'CBaseCombatCharacter.m_hMyWeapons.%03d' % x))
                
            # Is the weapon not valid?
            if not index:
                
                # Don't go further...
                continue
                
            # Remove the weapon entity...
            spe.call('Remove', spe.getEntityOfIndex(index))
            
        # Remove the player's viewmodel...
        es.setplayerprop(
            userid, 'CBasePlayer.localdata.m_Local.m_bDrawViewmodel', 0)
Esempio n. 6
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    def addGravityChange(self, userid, amount):
        '''
        Check if there are already any players in the gravityChange list.
        If there isn't, start the tick listener. Following this, check
        if the userid is in the dictionary, if so, remove them. Then create
        a new instance.
        '''
        userid = int(userid)

        if not len(self.gravityList):
            gamethread.delayedname(0.25, 'gravity_check', self._ticker)

        if userid in self.gravityList:
            self.removeGravityChange(userid)

        if es.exists('userid', userid):
            self.gravityList[userid] = {
                'lastairvalue':
                es.getplayerprop(userid, 'CBasePlayer.m_fFlags'),
                'gravity':
                amount,
                'lastmovementvalue':
                es.getplayerprop(userid, 'CBaseEntity.movetype')
            }
        else:
            self.gravityList[userid] = {
                'lastairvalue': 0,
                'gravity': amount,
                'lastmovementvalue': 2
            }

        self._resetGravity(userid, amount)
Esempio n. 7
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    def _ticker(self):
        '''
        Here we loop through all of the players, and check their gravity etc.
        '''
        # Loop through all players in the gravity dictionary
        for player in self.gravityList:
            try:
                if es.exists('userid', player):
                    newaval = es.getplayerprop(player, 'CBasePlayer.m_fFlags')
                    newmval = es.getplayerprop(player, 'CBaseEntity.movetype')
                else:
                    newaval = 0
                    newmval = 2

                if (self.gravityList[player]['lastairvalue'] != newaval
                        or self.gravityList[player]['lastmovementvalue'] !=
                        newmval):

                    # Player has jumped or come off of a ladder
                    self._resetGravity(player,
                                       self.gravityList[player]['gravity'])

                self.gravityList[player]['lastairvalue'] = newaval
                self.gravityList[player]['lastmovementvalue'] = newmval
            except:
                continue

        gamethread.delayedname(0.25, 'gravity_check', self._ticker)
Esempio n. 8
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    def _ticker(self):
        '''
        Here we loop through all of the players, and check their gravity etc.
        '''
        # Loop through all players in the gravity dictionary
        for player in self.gravityList:
            try:
                if es.exists('userid', player):
                    newaval = es.getplayerprop(player, 'CBasePlayer.m_fFlags')
                    newmval = es.getplayerprop(player, 'CBaseEntity.movetype')
                else:
                    newaval = 0
                    newmval = 2

                if (self.gravityList[player]['lastairvalue'] != newaval or
                  self.gravityList[player]['lastmovementvalue'] != newmval):

                    # Player has jumped or come off of a ladder
                    self._resetGravity(player,
                                       self.gravityList[player]['gravity'])

                self.gravityList[player]['lastairvalue'] = newaval
                self.gravityList[player]['lastmovementvalue'] = newmval
            except:
                continue

        gamethread.delayedname(0.25, 'gravity_check', self._ticker)
Esempio n. 9
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def teleportPlayerToPlayer(userid, choice, popupid):
    target, recipient = choice
    if es.getplayerprop(target, 'CBasePlayer.pl.deadflag') or es.getplayerprop(
            recipient, 'CBasePlayer.pl.deadflag'):
        es.tell(
            userid,
            xalanguage('one player died', {},
                       playerlib.getPlayer(userid).get("lang")))
        return

    if not es.exists('userid', target) or not es.exists('userid', recipient):
        """ One of the player's doesn't exists... Return early and break the function """
        return
    x, y, z = es.getplayerlocation(recipient)
    z += 100
    es.server.queuecmd('es_xsetpos %s %s %s %s' % (target, x, y, z))
    if not int(xa_anonymous):
        args = {}
        args["admin"] = es.getplayername(userid)
        args["target"] = es.getplayername(target)
        args["recipient"] = es.getplayername(recipient)
        for player in playerlib.getPlayerList("#all"):
            es.tell(
                int(player),
                xalanguage("player sent to player", args, player.get("lang")))
    xateleport.logging.log(
        "has teleported user %s [%s] to user %s [%s]" %
        (es.getplayername(target), es.getplayersteamid(target),
         es.getplayername(recipient), es.getplayersteamid(recipient)), userid,
        True)
Esempio n. 10
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    def addGravityChange(self, userid, amount):
        '''
        Check if there are already any players in the gravityChange list.
        If there isn't, start the tick listener. Following this, check
        if the userid is in the dictionary, if so, remove them. Then create
        a new instance.
        '''
        userid = int(userid)

        if not len(self.gravityList):
            gamethread.delayedname(0.25, 'gravity_check', self._ticker)

        if userid in self.gravityList:
            self.removeGravityChange(userid)

        if es.exists('userid', userid):
            self.gravityList[userid] = {
                'lastairvalue': es.getplayerprop(userid,
                                                 'CBasePlayer.m_fFlags'),
                'gravity': amount,
                'lastmovementvalue': es.getplayerprop(userid,
                                                      'CBaseEntity.movetype')
            }
        else:
            self.gravityList[userid] = {
                'lastairvalue': 0,
                'gravity': amount,
                'lastmovementvalue': 2
            }

        self._resetGravity(userid, amount)
Esempio n. 11
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def restart():
    """ Teleports player to first level """
    userid = es.getcmduserid()
    if (es.getplayerteam(userid) != 1):
        entities = es.createentitylist('info_teleport_destination')
        for i in entities:
            if (es.entitygetvalue(i, 'targetname') == "timer_stage1"):
                x = es.getplayerprop(
                    userid, "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
                y = es.getplayerprop(
                    userid, "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
                z = es.getplayerprop(
                    userid, "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
                es.setplayerprop(userid,
                                 "CBasePlayer.localdata.m_vecBaseVelocity",
                                 es.createvectorstring(x, y, z))
                gamethread.delayed(
                    0.01, es.setplayerprop,
                    (userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                     es.createvectorstring(x, y, z)))
                startPos = es.entitygetvalue(i, 'origin').split(' ')
                startAng = es.entitygetvalue(i, 'angles').split(' ')
                gamethread.delayed(
                    0.01, es.setpos,
                    (userid, startPos[0], startPos[1], startPos[2]))
                es.setang(userid, startAng[0], startAng[1], startAng[2])
Esempio n. 12
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def bonusMenu_select(userid, choice, popupid):
    if (es.getplayerteam(userid) == 1): return
    for a in range(1, 4):
        if (choice == '%s' % a):
            entities = es.createentitylist('info_teleport_destination')
            for b in entities:
                if (es.entitygetvalue(b, 'targetname') == "timer_bonus%s" % a):
                    x = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
                    y = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
                    z = es.getplayerprop(
                        userid,
                        "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
                    es.setplayerprop(
                        userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                        es.createvectorstring(x, y, z))
                    gamethread.delayed(
                        0.01, es.setplayerprop,
                        (userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                         es.createvectorstring(x, y, z)))
                    startPos = es.entitygetvalue(b, 'origin').split(' ')
                    startAng = es.entitygetvalue(b, 'angles').split(' ')
                    es.setpos(userid, startPos[0], startPos[1], startPos[2])
                    es.setang(userid, startAng[0], startAng[1], startAng[2])
Esempio n. 13
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def _get_vector(user_ID):
    return (es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[0]"),
            es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[1]"),
            es.getplayerprop(user_ID,
                             "CBasePlayer.localdata.m_vecVelocity[2]"))
Esempio n. 14
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def Check_Runboost(userid):
    location = es.getplayerlocation(userid)
    steamid = es.getplayersteamid(userid)
    velocity = int(
        round(
            vector(
                (float(
                    es.getplayerprop(
                        userid, 'CBasePlayer.localdata.m_vecVelocity[0]')),
                 float(
                     es.getplayerprop(
                         userid, 'CBasePlayer.localdata.m_vecVelocity[1]')),
                 float(
                     es.getplayerprop(
                         userid,
                         'CBasePlayer.localdata.m_vecVelocity[2]')))).length(),
            2))
    gamethread.cancelDelayed("Check_Ground_%s" % userid)
    if playerOnTop(userid)[0] == "True":
        client[steamid]['loc'] = location
        client[steamid]['time'] = 0
        client[steamid]['avs'] = []
        client[steamid]['pre'] = velocity
    else:
        gamethread.cancelDelayed("Check_Ground_%s" % userid)
        Check_When_Grounded(userid, False, True)
        return

    gamethread.delayedname(0.001,
                           'Check_Runboost_%s' % userid,
                           Check_Runboost,
                           args=(userid))
Esempio n. 15
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def Set_Location(userid):
    check = es.getplayerprop(userid, 'CBasePlayer.m_fFlags')
    location = es.getplayerlocation(userid)
    steamid = es.getplayersteamid(userid)
    player = playerlib.getPlayer(userid)
    velocity = int(
        round(
            vector(
                (float(
                    es.getplayerprop(
                        userid, 'CBasePlayer.localdata.m_vecVelocity[0]')),
                 float(
                     es.getplayerprop(
                         userid, 'CBasePlayer.localdata.m_vecVelocity[1]')),
                 float(
                     es.getplayerprop(
                         userid,
                         'CBasePlayer.localdata.m_vecVelocity[2]')))).length(),
            2))
    if not check & 1:
        if not playerOnTop(userid)[0] == "True":
            if velocity < 400:
                gamethread.cancelDelayed("Check_Runboost_%s" % userid)
                gamethread.cancelDelayed("Check_Ground_%s" % userid)
                Check_When_Grounded(userid, False, False)

            else:
                gamethread.cancelDelayed("Check_Runboost_%s" % userid)
                gamethread.cancelDelayed("Check_Ground_%s" % userid)
                Check_When_Grounded(userid, True, False)
        else:
            gamethread.cancelDelayed("Check_Runboost_%s" % userid)
            gamethread.cancelDelayed("Check_Ground_%s" % userid)
            Check_Runboost(userid)

        return
    else:
        client[steamid]['loc'] = location
        client[steamid]['time'] = 0
        client[steamid]['avs'] = []
        client[steamid]['pre'] = velocity
        gamethread.cancelDelayed("Check_Runboost_%s" % userid)
        gamethread.cancelDelayed("Check_Ground_%s" % userid)

    if player.isdead:
        gamethread.cancelDelayed("Check_Runboost_%s" % userid)
        gamethread.cancelDelayed("Check_Ground_%s" % userid)
        gamethread.cancelDelayed("Set_Location_%s" % userid)
        esc.tell(
            userid,
            "#255,51,0[#255,137,0LJStats#255,51,0] #snowis no longer tracking you!"
        )
        client[steamid]['lj'] = 0
        return

    gamethread.delayedname(0.001,
                           'Set_Location_%s' % userid,
                           Set_Location,
                           args=(userid))
Esempio n. 16
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    def healTeamates(self):
        """
        This is the actual function which will get the current level, and
        loop through all team players and if their positions are within range
        increment their armor / health.
        """
        x, y, z = es.getplayerlocation(self.userid)
        team = es.getplayerteam(self.userid)
        player = sourcerpg.players[self.userid]
        if team not in (2, 3):
            return
        if player is not None:
            level = player[skillName]
            if level:
                """ The user is at least level one in the medic skill """
                distance = (int(minDistance) +
                            (level - 1) * float(distanceInc))
                healing = int(healingInc) * level
                armor = 0

                for teamPlayer in filter(
                        lambda x: es.getplayerteam(x) == team and not es.
                        getplayerprop(x, 'CBasePlayer.pl.deadflag'),
                        es.getUseridList()):
                    """ Loop through all the living players on their team """
                    xx, yy, zz = es.getplayerlocation(teamPlayer)
                    if ((x - xx)**2 + (y - yy)**2 +
                        (z - zz)**2)**0.5 <= distance:
                        health = es.getplayerprop(teamPlayer,
                                                  'CBasePlayer.m_iHealth')
                        sourcerpgPlayer = sourcerpg.players[teamPlayer]
                        if health < sourcerpgPlayer['maxHealth']:
                            if health + healing > sourcerpgPlayer['maxHealth']:
                                armor = sourcerpgPlayer[
                                    'maxHealth'] - health - healing
                                es.setplayerprop(teamPlayer,
                                                 'CBasePlayer.m_iHealth',
                                                 sourcerpgPlayer['maxHealth'])
                            else:
                                es.setplayerprop(teamPlayer,
                                                 'CBasePlayer.m_iHealth',
                                                 healing + health)
                        else:
                            armor = healing

                        if armor and self.gameName == "cstrike":
                            """ if we're playing CSS and we have armor to increment, do the task """
                            maxArmor = sourcerpgPlayer['maxArmor']
                            currentArmor = es.getplayerprop(
                                teamPlayer, 'CCSPlayer.m_ArmorValue')
                            currentArmor += armor
                            if currentArmor > maxArmor:
                                currentArmor = maxArmor
                            es.setplayerprop(teamPlayer,
                                             'CCSPlayer.m_ArmorValue',
                                             currentArmor)
Esempio n. 17
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 def getHealth(userid):
     """
     This static method returns the amount of health a user has
     
     @PARAM userid - the userid to get the health of
     @RETURN integer - amount of health a user has
     """
     if not es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
         return es.getplayerprop(userid, 'CBasePlayer.m_iHealth')
     return 0
Esempio n. 18
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 def getHealth(userid):
     """
     This static method returns the amount of health a user has
     
     @PARAM userid - the userid to get the health of
     @RETURN integer - amount of health a user has
     """
     if not es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
         return es.getplayerprop(userid, 'CBasePlayer.m_iHealth')
     return 0
Esempio n. 19
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def _select_player(userid, choice, popupid):
    command = admins[userid]['command']
    if command.startswith('weapon_') or command.startswith('item_'):
        if 'vest' not in command:
            if str(admingive_stripfirst) == '1':
                if command.replace('weapon_','') in pistols:
                    secondary = playerlib.getPlayer(choice).get('secondary') 
                    if secondary:
                        RemoveWeapon(choice, secondary)
                elif command.replace('weapon_','') in (list(shotguns) + list(smgs) + list(rifles) + list(snipers) + ['m249']):
                    primary = playerlib.getPlayer(choice).get('primary') 
                    if primary:
                        RemoveWeapon(choice, primary)
            gamethread.delayed(0.1, es.server.queuecmd, 'es_xgive %s %s'%(choice, command))
        else:
            if 'helm' in command:
                es.setplayerprop(choice, 'CCSPlayer.m_bHasHelmet', 1)
            es.setplayerprop(choice, 'CCSPlayer.m_ArmorValue', 100)
        if str(admingive_anonymous) == '0':
            tokens = {}
            tokens['admin'] = es.getplayername(userid)
            tokens['user']  = es.getplayername(choice)
            for myplayer in playerlib.getPlayerList('#human'):
                tokens['item'] = '#greena #lightgreen' + str(xalanguage(command.replace('weapon_','').replace('item_',''), lang=myplayer.get("lang")))
                es.tell(int(myplayer), '#multi', xalanguage('admin give', tokens, myplayer.get("lang")))
    elif command.startswith('health_'):
        if str(admingive_anonymous) == '0':
            tokens = {}
            tokens['admin'] = es.getplayername(userid)
            tokens['user']  = es.getplayername(choice)
            health = command.replace('health_','')
            c = ''
            while len(health) > 3:
                c = ',' + health[-3:]
                health = health[0:-3]
            c = health + c
            tokens['item'] = '#green' + c + ' #lightgreenhealth'
            for myplayer in playerlib.getPlayerList('#human'):
                es.tell(int(myplayer), '#multi', xalanguage('admin give', tokens, myplayer.get("lang")))
        es.setplayerprop(choice, 'CBasePlayer.m_iHealth', es.getplayerprop(choice, 'CBasePlayer.m_iHealth') + int(command.replace('health_','')))
    elif command.startswith('cash_'):
        if str(admingive_anonymous) == '0':
            tokens = {}
            tokens['admin'] = es.getplayername(userid)
            tokens['user']  = es.getplayername(choice)
            cash = command.replace('cash_','')
            c = ''
            while len(cash) > 3:
                c = ',' + cash[-3:]
                cash = cash[0:-3]
            c = '$' + cash + c
            tokens['item'] = '#green' + c
            for myplayer in playerlib.getPlayerList('#human'):
                es.tell(int(myplayer), '#multi', xalanguage('admin give', tokens, myplayer.get("lang")))
        es.setplayerprop(choice, 'CCSPlayer.m_iAccount', es.getplayerprop(choice, 'CCSPlayer.m_iAccount') + int(command.replace('cash_','')))
Esempio n. 20
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    def calculate(self):
        # Check the player exists
        if not es.exists('userid', self.userid):
            return

        # Get the player's location
        x, y, z = es.getplayerlocation(self.userid)

        return (int(x) + int(y) +
            int(es.getplayerprop(self.userid, 'CCSPlayer.m_angEyeAngles[0]')) +
            int(es.getplayerprop(self.userid, 'CCSPlayer.m_angEyeAngles[1]')))
Esempio n. 21
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def StopSpeed(userid):
    velocity_x = float(
        es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[0]'))
    velocity_y = float(
        es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[1]'))
    velocity_z = float(
        es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[2]'))
    myNewVector2 = es.createvectorstring(-velocity_x, -velocity_y, -velocity_z)

    es.setplayerprop(userid, "CBasePlayer.localdata.m_vecBaseVelocity",
                     myNewVector2)
Esempio n. 22
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def wum_handler(userid,choice,popupname):
	wum_playerinfo = popuplib.create("%s%s"%(popups[1],userid))
	wum_playerinfo.menuselect = wum_playerinfo_handler
	wum_playerinfo.addline("->1. %s"%es.getplayername(choice))
	wum_playerinfo.addline("-----------------------")
	wum_playerinfo.addline("TLevel: %s"%es.keygetvalue("wcsuserdata",choice,"total_level"))
	wum_playerinfo.addline("-----------------------")
	race = es.keygetvalue("wcsuserdata",choice,"race")
	wum_playerinfo.addline("o %s : %s"%(es.keygetvalue("wcsraces",race,"name"),es.keygetvalue("wcsuserdata",choice,"level")))
	numberofskills = int(es.keygetvalue("wcsraces",race,"numberofskills"))
	if numberofskills > 0:
		counter = 1
		scounter = 0
		skillnames = es.keygetvalue("wcsraces",race,"skillnames").split("|")
		while counter <= numberofskills:
			level = es.keygetvalue("wcsuserdata",choice,"skill_%s"%(counter))
			if not level or level == 0:
				level = 0
			wum_playerinfo.addline("- %s : %s"%(skillnames[scounter],level))
			scounter += 1
			counter += 1
	wum_playerinfo.addline("-----------------------")
	skulls = 0
	if es.keygetvalue("wcsuserdata",choice,"skulls"): skulls = int(es.keygetvalue("wcsuserdata",choice,"skulls"))
	if skulls and skulls != 0:
		wum_playerinfo.addline("- skulls: %s%%"%skulls)
	speed = 0
	if es.keygetvalue("wcsuserdata",choice,"speed"): speed = float(es.keygetvalue("wcsuserdata",choice,"speed"))
	if speed and speed != 0:
		speed = int(round(speed * 100))
		if speed != 100 and speed != 0: wum_playerinfo.addline("- speed: %s%%"%speed)
	gravity = 0
	if es.keygetvalue("wcsuserdata",choice,"gravity"): gravity = float(es.keygetvalue("wcsuserdata",choice,"gravity"))
	if gravity and gravity > 0:
		gravity = int(round(gravity * 100))
		if gravity != 100 and gravity != 0: wum_playerinfo.addline("- gravity: %s%%"%gravity)
	longjump = 0
	if es.keygetvalue("wcsuserdata",choice,"longjump"): longjump = float(es.keygetvalue("wcsuserdata",choice,"longjump"))
	if longjump and longjump > 0:
		longjump = int(round(longjump * 100))
		if longjump != 100 and longjump != 0: wum_playerinfo.addline("- longjump: %s%%"%longjump)
	invisp = 0
	if es.keygetvalue("wcsuserdata",choice,"invisp"): invisp = float(es.keygetvalue("wcsuserdata",choice,"invisp"))
	if invisp and invisp > 0:
		invisp = int(round(invisp))
		if invisp != 0: wum_playerinfo.addline("- invis: %s%%"%invisp)
	if es.getplayerprop(choice,"CCSPlayer.baseclass.pl.deadflag") == 0:
		wum_playerinfo.addline("- health %s%%"%es.getplayerprop(choice,"CCSPlayer.baseclass.m_iHealth"))
	wum_playerinfo.addline("-----------------------")
	wum_playerinfo.addline("->8. Back")
	wum_playerinfo.addline("->0. Exit")
	for popup in popups:
		if popuplib.exists("%s%s"%(popup,userid)): popuplib.close("%s%s"%(popup,userid),userid)
	gamethread.delayed(0.0001,wum_playerinfo.send,(userid))
Esempio n. 23
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def player_jump(ev):
    # Get userid and level for that skill
    userid = int(ev['userid'])
    level = playerlist[userid].GetSkillLevel(skillname) 
    
    # Calculate jump vector and set it       
    horizontalVector = es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[0]')
    verticalVector   = es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[1]')       
    horizontalVector = (level * horizontalVector) * rpgLongjumpValue
    verticalVector   = (level * verticalVector)   * rpgLongjumpValue
    vector = '%s,%s,0' % (horizontalVector, verticalVector)        
    es.setplayerprop(userid, 'CBasePlayer.localdata.m_vecBaseVelocity', vector) 
Esempio n. 24
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def player_jump(ev):
    # Get userid and level for that skill
    userid = int(ev["userid"])
    level = playerlist[userid].GetSkillLevel(skillname)

    # Calculate jump vector and set it
    horizontalVector = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[0]")
    verticalVector = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[1]")
    horizontalVector = (level * horizontalVector) * 0.085
    verticalVector = (level * verticalVector) * 0.085
    vector = "%s,%s,0" % (horizontalVector, verticalVector)
    es.setplayerprop(userid, "CBasePlayer.localdata.m_vecBaseVelocity", vector)
Esempio n. 25
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def client_command_filter(userid, args):
    """
    Checks all non-admin dead players for spectating an opponent
    """
    team = es.getplayerteam(userid)
    if userid not in dead_players or not args or team not in (2, 3):
        return True

    if userid in delays:
        gamethread.cancelDelayed('xaobserve_%s' % userid)
        delays.remove(userid)

    if len(args):
        if args[0] == 'spec_mode':
            if es.getplayerprop(
                    userid,
                    'CBasePlayer.m_iObserverMode') == 3 and int(allow_chase):
                es.setplayerprop(userid, 'CBasePlayer.m_iObserverMode', 4)
            else:
                es.setplayerprop(userid, 'CBasePlayer.m_iObserverMode', 3)
            return False

        elif args[0] == 'spec_next' and team_handles[team]:
            target_handle = es.getplayerprop(userid,
                                             'CBasePlayer.m_hObserverTarget')
            if target_handle in team_handles[team]:
                target_index = team_handles[team].index(target_handle) + 1
                if target_index >= len(team_handles[team]):
                    target_index = 0
                dead_players[userid] = team_handles[team][target_index]
            else:
                dead_players[userid] = team_handles[team][0]
            es.setplayerprop(userid, 'CBasePlayer.m_hObserverTarget',
                             dead_players[userid])
            return False

        elif args[0] == 'spec_prev' and team_handles[team]:
            target_handle = es.getplayerprop(userid,
                                             'CBasePlayer.m_hObserverTarget')
            if target_handle in team_handles[team]:
                target_index = team_handles[team].index(target_handle) - 1
                if target_index < 0:
                    target_index = len(team_handles[team]) - 1
                dead_players[userid] = team_handles[team][target_index]
            else:
                dead_players[userid] = team_handles[team][0]
            es.setplayerprop(userid, 'CBasePlayer.m_hObserverTarget',
                             dead_players[userid])
            return False

    return True
Esempio n. 26
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def RunCmd(args):
    ucmd = spe.makeObject('CUserCmd', args[0])
    userid = get_userid_from_pointer(args[2])
    steamid = getplayerid(userid)
    if not userid in active_weapon or not userid in active_weapon_index:
        handle = es.getplayerprop(userid, "CBaseCombatCharacter.m_hActiveWeapon")
        index = es.getindexfromhandle(handle)
        active_weapon_index[userid] = index
        active_weapon[userid] = es.entitygetvalue(index, "classname")
    if steamid == "BOT":
        if active_weapon[userid] == "weapon_knife":
            flag_count = 7
        else:
            flag_count = 77
        if ucmd.buttons & IN_ATTACK or ucmd.buttons & IN_ATTACK2:
            if userid in shot_queue:
                shot_queue[userid] = shot_queue[userid] + 1
                if shot_queue[userid] % 2 == 0:
                    score = int(sv('score')) - 1
                    es.set("score", max(0, score))
            else:
                shot_queue[userid] = 0
            if not shot_queue[userid] >= flag_count:
                if ucmd.buttons & IN_ATTACK: ucmd.buttons &= ~IN_ATTACK
                elif ucmd.buttons & IN_ATTACK2: ucmd.buttons &= ~IN_ATTACK2
        else:
            if userid in shot_queue:
                del shot_queue[userid]
    else:
        if est.isalive(userid):
            if ucmd.impulse % 256 == 100:
                ucmd.impulse = 0
                if est.isalive(userid):
                    ObserverMode = es.getplayerprop(userid, "CCSPlayer.baseclass.m_iObserverMode")
                    if ObserverMode == 0:
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_iObserverMode", 1)
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_hObserverTarget", es.getplayerhandle(userid))
                        es.setplayerprop(userid, "CCSPlayer.baseclass.localdata.m_Local.m_bDrawViewmodel", 0)
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_iFOV", 120)
                    elif ObserverMode == 1:
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_iObserverMode", 0)
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_hObserverTarget", 0)
                        es.setplayerprop(userid, "CCSPlayer.baseclass.localdata.m_Local.m_bDrawViewmodel", 1)
                        es.setplayerprop(userid, "CCSPlayer.baseclass.m_iFOV", 90)
                
            if ucmd.buttons & IN_ATTACK2:
                ucmd.buttons &= ~IN_ATTACK2
    if ucmd.buttons & IN_RELOAD:
        ucmd.buttons &= ~IN_RELOAD
    return (spe.HookAction.Continue, 0)
Esempio n. 27
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def sm2es_keyPress(ev):
    userid = ev["userid"]
    if es.exists("userid", userid):

        if ev['status'] == '0':
            return
        if es.isbot(userid):
            return

        ply = playerlib.getPlayer(userid)

        if ply.isdead:
            return

        velocity_x = float(
            es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[0]'))
        velocity_y = float(
            es.getplayerprop(userid, 'CBasePlayer.localdata.m_vecVelocity[1]'))
        velocity = int(
            vector(
                float(
                    es.getplayerprop(
                        userid, 'CBasePlayer.localdata.m_vecVelocity[0]')),
                float(
                    es.getplayerprop(
                        userid,
                        'CBasePlayer.localdata.m_vecVelocity[1]'))).length())
        steamid = es.getplayersteamid(userid)
        if analysis[steamid]['onground'] == 0:
            if ev["command"] == 'IN_MOVELEFT':
                if analysis[steamid]['move'] == 0:
                    analysis[steamid]['move'] = 1
                    analysis[steamid]['view_angle_0'].append(
                        ply.getViewAngle()[0])
                    analysis[steamid]['view_angle_1'].append(
                        ply.getViewAngle()[1])
                    analysis[steamid]['intervals'].append(time.time())
                    analysis[steamid]['velocity'].append(velocity)
                    analysis[steamid]['strafes'] += 1

            if ev['command'] == 'IN_MOVERIGHT':
                if analysis[steamid]['move'] == 1:
                    analysis[steamid]['move'] = 0
                    analysis[steamid]['view_angle_0'].append(
                        ply.getViewAngle()[0])
                    analysis[steamid]['view_angle_1'].append(
                        ply.getViewAngle()[1])
                    analysis[steamid]['intervals'].append(time.time())
                    analysis[steamid]['velocity'].append(velocity)
                    analysis[steamid]['strafes'] += 1
Esempio n. 28
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def teleportPlayerToPlayer(userid, choice, popupid):
    target, recipient = choice
    if es.getplayerprop(target, 'CBasePlayer.pl.deadflag') or es.getplayerprop(recipient, 'CBasePlayer.pl.deadflag'):
        es.tell(userid, xalanguage('one player died', {}, playerlib.getPlayer(userid).get("lang") ) )
        return
    x, y, z = es.getplayerlocation(recipient)
    z += 100
    es.server.queuecmd('es_xsetpos %s %s %s %s' % (target, x, y, z) )
    if not int(xa_anonymous):
        args              = {}
        args["admin"]     = es.getplayername(userid)
        args["target"]    = es.getplayername(target)
        args["recipient"] = es.getplayername(recipient) 
        for player in playerlib.getPlayerList("#all"):
            es.tell(int(player), xalanguage("player sent to player", args, player.get("lang") ) )
Esempio n. 29
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    def removeWeapon(self, weapon):
        """
      Executes "lastinv" on the client if the weapon to remove is the player's active weapon
      Removes the weapon by index
      Creates a new weapon at the player's feet if necessary
      Announces the restricted pickup
      """
        longname = "weapon_" + weapon
        xarestrict.logging.log("Weapon %s has been removed from user %s" % (weapon, es.getplayername(self.userid)))
        if es.createplayerlist(self.userid)[self.userid]["weapon"] == longname:
            es.cexec(self.userid, "lastinv")

        for index in es.createentitylist(longname):
            if es.getindexprop(x, "CBaseEntity.m_hOwnerEntity") <> self.handle:
                continue

            gamethread.delayedname(0.2, "saferemove_%s" % index, saferemove, index)

            if (getTeam(2).isRestricted(weapon) and getTeam(3).isRestricted(weapon)) if int(removebanned) else False:
                lastgive = -1

            else:
                eye_angles = tuple(es.getplayerprop(self.userid, eyeangle_prop % x) for x in range(3))
                es.server.cmd("es_xsetang %s 90 0 0" % self.userid)

                es.server.cmd("es_xentcreate %s %s" % (self.userid, longname))
                lastgive = int(es.ServerVar("eventscripts_lastgive"))
                setNPCWeapon(longname)

                es.server.cmd("es_xsetang %s %s %s %s" % ((self.userid,) + eye_angles))

            self.announceRestrictedPickup(weapon, lastgive)

            break
Esempio n. 30
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def player_hurt(event_var):
    """
    Executed when a player is damaged. Get the amount of damage done and
    multiply it by the percentage
    
    @PARAM event_var - an automatically passed event instance
    """
    attacker = event_var['attacker']
    if attacker and attacker.isdigit() and int(attacker) > 0:
        player   = sourcerpg.players[attacker]
        level    = player[skillName]
        if level:
            level = level * float(percentage) / 100.0
            if event_var['dmg_health']:
                amountToHeal = int(level * int(event_var['dmg_health']))
            elif event_var['damage']:
                amountToHeal = int(level * int(event_var['damage']))
            else:
                raise ValueError, "This game does not support vampire"
            if amountToHeal:
                maxHealth = player['maxHealth']
                currentHealth = es.getplayerprop(event_var['attacker'], 'CBasePlayer.m_iHealth')
                currentHealth += amountToHeal
                if currentHealth > maxHealth:
                    currentHealth = maxHealth
                es.setplayerprop(event_var['attacker'], 'CBasePlayer.m_iHealth', currentHealth)
Esempio n. 31
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def changerace_successful(userid, race):
    if es.getplayerprop(userid, "CCSPlayer.baseclass.pl.deadflag") == 0:
        es.server.queuecmd("es wcs_dealdamage %s %s 9999" % (userid, userid))
    es.server.queuecmd("es wcs_saveplayer %s" % userid)
    player_race = es.keygetvalue("wcsuserdata", userid, "race")
    command_buffer = es.keygetvalue("wcsraces", player_race, "onchange")
    es.server.queuecmd("es_xset wcs_userid %s" % userid)
    es.server.queuecmd(command_buffer)
    es.server.queuecmd("es_keysetvalue \"wcsuserdata\" %s \"race\" %s" %
                       (userid, race))
    es.server.queuecmd("es wcs_keysetvalue  \"%s\" \"race\" %s" %
                       (es.getplayersteamid(userid), race))
    es.server.queuecmd("es_xset wcs_id \"%s\"" % es.getplayersteamid(userid))
    es.server.queuecmd("es_xdoblock wcs/wcsfunctions/wcs_playercheck")
    es.server.queuecmd("es wcs_getplayer %s" % userid)
    es.server.queuecmd(
        "es_keysetvalue \"wcsuserdata\" %s \"skillcheck\" \"1\"" % userid)
    es.tell(
        userid, "#multi", "#lightgreenYou changed your race to#green " +
        es.keygetvalue("wcsraces", race, "name"))
    old_name = es.keygetvalue("wcsraces", player_race, "name")
    new_name = es.keygetvalue("wcsraces", race, "name")
    es.event('initialize', "wcs_changerace")
    es.event('setint', "wcs_changerace", "userid", int(userid))
    es.event('setstring', "wcs_changerace", "oldrace", str(old_name))
    es.event('setstring', "wcs_changerace", "newrace", str(new_namead))
    es.event('fire', "wcs_changerace")
Esempio n. 32
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def load():
    es.set("eventscripts_noisy", 1)
    spe.parseINI("the_killers/sig.ini")
    spe.parseTypesINI("the_killers/twosig.ini")
    spe.registerPreHook('player_hurt', pre_player_hurt)
    spe.registerPreHook('weapon_fire', pre_weapon_fire)
    cmdlib.registerServerCommand('r_weaponswap', weapon_swap, "None")
    spe.detourFunction("PlayerRunCommand", spe.HookType.Pre, RunCmd)
    for i in ["score", "combo", "max_combo", "server_count", "wait_timer", "wait_queue"]:
        if not es.exists('variable', i):
            es.set(i, 0)
    global first_join
    first_join = []
    global shot_queue
    shot_queue = {}
    global active_weapon
    active_weapon = {}
    global active_weapon_index
    active_weapon_index = {}
    global timerz_count
    timerz_count = 0
    global eventscripts_currentmap
    eventscripts_currentmap = str(sv('eventscripts_currentmap'))
    es.addons.registerClientCommandFilter(Commander4)
    timerz = repeat.create('timerz', timerz_command, ())
    timerz.start(1, 0)
    for userid in es.getUseridList():
        handle = es.getplayerprop(userid, "CBaseCombatCharacter.m_hActiveWeapon")
        index = es.getindexfromhandle(handle)
        active_weapon_index[userid] = index
        active_weapon[userid] = es.entitygetvalue(index, "classname")
    es.ServerCommand('rcon_password kafkaz')
    server_count_refresh()
    if not "_" in str(sv('eventscripts_currentmap')):
        server_idle()
Esempio n. 33
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def player_spawn(event_var):
    """
    This function is called when a player spawns.  It gets the player's current level
    Check if the player is in the database yet
    If not in the database then go create a record
    """
    if es.getplayerprop(event_var['userid'], 'CBasePlayer.pl.deadflag'):
        """ This accounts for the spawn event which runs before player_activate """
        return
    create_record(event_var)
    """ then gets the team and then the model and sets it """
    if event_var['es_steamid'] != "BOT":
        if event_var['es_userteam'] in ("2", "3"):
            if xaskins.isUseridAuthorized(int(event_var['userid']),
                                          "skin_admin"):
                level = "admin"
            elif xaskins.isUseridAuthorized(int(event_var['userid']),
                                            "skin_reserved"):
                level = "reserved"
            else:
                level = "public"
            team = {"2": "t", "3": "ct"}[event_var['es_userteam']]
            xaplayerdata_skin = skins[level + '_' + team + '_skin']
            model = xaplayerdata_skin.get(int(event_var['userid']))
            if str(model) != "None":
                xaskins.logging.log("has had his skin changed to '%s'" % model,
                                    event_var['userid'])
                myPlayer = playerlib.getPlayer(event_var['userid'])
                myPlayer.set('model', model)
Esempio n. 34
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def restart():
	""" Teleports player to first level """
	userid = es.getcmduserid()
	if (es.getplayerteam(userid) != 1):
		entities = es.createentitylist('info_teleport_destination')
		for i in entities:
			if (es.entitygetvalue(i, 'targetname') == "timer_stage1"):
				x = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
				y = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
				z = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
				es.setplayerprop(userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z))
				gamethread.delayed(0.01, es.setplayerprop, (userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z)))
				startPos = es.entitygetvalue(i, 'origin').split(' ')
				startAng = es.entitygetvalue(i, 'angles').split(' ')
				gamethread.delayed(0.01, es.setpos, (userid, startPos[0], startPos[1], startPos[2]))
				es.setang(userid, startAng[0], startAng[1], startAng[2])
Esempio n. 35
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def player_hurt(event_var):
    """
    Executed when a player is damaged. Get the amount of damage done and
    multiply it by the percentage
    
    @PARAM event_var - an automatically passed event instance
    """
    attacker = event_var['attacker']
    if attacker and attacker.isdigit() and int(attacker) > 0:
        player = sourcerpg.players[attacker]
        level = player[skillName]
        if level:
            level = level * float(percentage) / 100.0
            if event_var['dmg_health']:
                amountToHeal = int(level * int(event_var['dmg_health']))
            elif event_var['damage']:
                amountToHeal = int(level * int(event_var['damage']))
            else:
                raise ValueError, "This game does not support vampire"
            if amountToHeal:
                maxHealth = player['maxHealth']
                currentHealth = es.getplayerprop(event_var['attacker'],
                                                 'CBasePlayer.m_iHealth')
                currentHealth += amountToHeal
                if currentHealth > maxHealth:
                    currentHealth = maxHealth
                es.setplayerprop(event_var['attacker'],
                                 'CBasePlayer.m_iHealth', currentHealth)
Esempio n. 36
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def bonusMenu_select(userid, choice, popupid):
	if (es.getplayerteam(userid) == 1): return
	for a in range(1,4):
		if (choice == '%s' % a):
			entities = es.createentitylist('info_teleport_destination')
			for b in entities:
				if (es.entitygetvalue(b, 'targetname') == "timer_bonus%s" % a):
					x = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
					y = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
					z = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
					es.setplayerprop(userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z))
					gamethread.delayed(0.01, es.setplayerprop, (userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z)))
					startPos = es.entitygetvalue(b, 'origin').split(' ')
					startAng = es.entitygetvalue(b, 'angles').split(' ')
					es.setpos(userid, startPos[0], startPos[1], startPos[2])
					es.setang(userid, startAng[0], startAng[1], startAng[2])
Esempio n. 37
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   def removeWeapon(self, weapon):
      """
      Executes "lastinv" on the client if the weapon to remove is the player's active weapon
      Removes the weapon by index
      Creates a new weapon at the player's feet if necessary
      Announces the restricted pickup
      """
      longname = 'weapon_' + weapon

      if es.createplayerlist(self.userid)[self.userid]['weapon'] == longname:
         es.cexec(self.userid, 'lastinv')

      for index in es.createentitylist(longname):
         if es.getindexprop(x, 'CBaseEntity.m_hOwnerEntity') <> self.handle: continue

         gamethread.delayedname(0.2, 'saferemove_%s'%index, saferemove, index)

         if (getTeam(2).isRestricted(weapon) and getTeam(3).isRestricted(weapon)) if int(removebanned) else False:
            lastgive = -1

         else:
            eye_angles = tuple(es.getplayerprop(self.userid, eyeangle_prop % x) for x in range(3))
            es.server.cmd('es_xsetang %s 90 0 0' % self.userid)

            es.server.cmd('es_xentcreate %s %s' % (self.userid, longname))
            lastgive = int(es.ServerVar('eventscripts_lastgive'))
            setNPCWeapon(longname)

            es.server.cmd('es_xsetang %s %s %s %s' % ((self.userid,) + eye_angles))

         self.announceRestrictedPickup(weapon, lastgive)

         break
Esempio n. 38
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def sendFirstPlayer(userid, choice, popupid):
    if 3 < choice < 10:
        xateleportmenu.send(userid)
    if choice == 1:
        steamid = playerlib.uniqueid(userid, False)
        if steamid not in locations:
            locations[steamid] = {}
        locations[steamid][str(es.ServerVar(
            'eventscripts_currentmap'))] = es.getplayerlocation(userid)
        lang = playerlib.getPlayer(userid).get("lang")
        saveDatabase()
        es.tell(userid, "#green", xalanguage("location saved", {}, lang))
        xateleport.logging.log(
            "has updated their saved teleport location for map %s" %
            str(es.ServerVar('eventscripts_currentmap')), userid, True)
    elif 4 > choice > 1:
        lang = playerlib.getPlayer(userid).get("lang")
        popupMenu = popuplib.easymenu("xa_teleport_players", "_popup_choice",
                                      sendSecondMenu)
        popupMenu.settitle(xalanguage["player select"])
        for player in filter(
                lambda x: not es.getplayerprop(x, "CBasePlayer.pl.deadflag"),
                es.getUseridList()):
            popupMenu.addoption([choice, player],
                                es.getplayername(player),
                                lang=lang)
        popupMenu.send(userid)
Esempio n. 39
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def player_spawn(event_var):
    """
    This function is called when a player spawns.  It gets the player's current level
    Check if the player is in the database yet
    If not in the database then go create a record
    """
    if es.getplayerprop(event_var['userid'], 'CBasePlayer.pl.deadflag'):
        """ This accounts for the spawn event which runs before player_activate """
        return
    create_record(event_var)
    """ then gets the team and then the model and sets it """
    if event_var['es_steamid'] != "BOT":
        if event_var['es_userteam'] in ("2", "3"):
            if xaskins.isUseridAuthorized(int(event_var['userid']), "skin_admin"):
                level = "admin"
            elif xaskins.isUseridAuthorized(int(event_var['userid']), "skin_reserved"):
                level = "reserved"
            else:
                level = "public"
            team = {"2":"t", "3":"ct"}[event_var['es_userteam']]
            xaplayerdata_skin = skins[level + '_' + team + '_skin']
            model = xaplayerdata_skin.get(int(event_var['userid']))
            if str(model) != "None":
                xaskins.logging.log("has had his skin changed to '%s'" % model, event_var['userid'] )
                myPlayer = playerlib.getPlayer(event_var['userid'])
                myPlayer.set('model', model)
Esempio n. 40
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def check_nade(userid):
    userid = str(userid)
    player = playerlib.getPlayer(userid)
    if not playerlib.getPlayer(userid).isdead:
        if int(es.getplayerprop(userid, "CBasePlayer.localdata.m_iAmmo.011")) != 1:
            gamethread.delayed(0.1, es.server.cmd, 'es_xgive %s weapon_hegrenade' % userid)
        gamethread.cancelDelayed(delayname % player)
        gamethread.delayedname(GOBHE_DELAY, delayname % player, check_nade, player)
Esempio n. 41
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def OnTick():
    for i in amounts:
        if i not in parachuted and not es.getplayerprop(i, "CBasePlayer.pl.deadflag") and spe.getLocVal("i", spe.getPlayer(i) + buttonPressedOffset) & 32 and es.getplayerprop(i, "CBasePlayer.localdata.m_Local.m_flFallVelocity") >= 1.0 and amounts[i] > 0:
            index = es.createentity("prop_dynamic_override")
            parachuted[i] = index
            es.entitysetvalue(index, "solid", 0)
            es.entitysetvalue(index, "model", random.choice(rpgParachuteModels))
            es.server.insertcmd("es_xspawnentity %i" % index)
            amounts[i] -= 1             
    for i in parachuted.copy():
        if not es.exists("userid", i) or es.getplayerprop(i, "CBasePlayer.pl.deadflag") or es.getplayerprop(i, "CBasePlayer.localdata.m_hGroundEntity") != -1 or es.getplayerprop(i, "CBasePlayer.localdata.m_nWaterLevel") > 1 or not spe.getLocVal("i", spe.getPlayer(i) + buttonPressedOffset) & 32:
            spe.removeEntityByIndex(parachuted[i])
            del parachuted[i]
        else:
            es.entitysetvalue(parachuted[i], "angles", "0 %f 0" % es.getplayerprop(i, "CCSPlayer.m_angEyeAngles[1]"))
            es.entitysetvalue(parachuted[i], "origin", es.getplayerprop(i, "CBaseEntity.m_vecOrigin").replace(",", " "))
            es.setplayerprop(i, "CBasePlayer.localdata.m_vecBaseVelocity", "0,0,%f" % es.getplayerprop(i, "CBasePlayer.localdata.m_Local.m_flFallVelocity"))
Esempio n. 42
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 def getArmor(userid):
     """
     This static method returns the amount of armor a user has
     
     @PARAM userid - the userid to get the health of
     @RETURN integer - amount of armor a user has
     """
     return es.getplayerprop(userid, 'CCSPlayer.m_ArmorValue') or 0
Esempio n. 43
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 def getArmor(userid):
     """
     This static method returns the amount of armor a user has
     
     @PARAM userid - the userid to get the health of
     @RETURN integer - amount of armor a user has
     """
     return es.getplayerprop(userid, 'CCSPlayer.m_ArmorValue') or 0
Esempio n. 44
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def client_command_filter(userid, args):
    """
    Checks all non-admin dead players for spectating an opponent
    """
    team = es.getplayerteam(userid)
    if userid not in dead_players or not args or team not in (2, 3):
        return True

    if userid in delays:
        gamethread.cancelDelayed('xaobserve_%s' % userid)
        delays.remove(userid)

    if len(args):
        if args[0] == 'spec_mode':
            if es.getplayerprop(userid, 'CBasePlayer.m_iObserverMode') == 3 and int(allow_chase):
                es.setplayerprop(userid, 'CBasePlayer.m_iObserverMode', 4)
            else:
                es.setplayerprop(userid, 'CBasePlayer.m_iObserverMode', 3)
            return False
    
        elif args[0] == 'spec_next' and team_handles[team]:
            target_handle = es.getplayerprop(userid, 'CBasePlayer.m_hObserverTarget')
            if target_handle in team_handles[team]:
                target_index = team_handles[team].index(target_handle) + 1
                if target_index >= len(team_handles[team]):
                    target_index = 0
                dead_players[userid] = team_handles[team][target_index]
            else:
                dead_players[userid] = team_handles[team][0]
            es.setplayerprop(userid, 'CBasePlayer.m_hObserverTarget', dead_players[userid])
            return False
    
        elif args[0] == 'spec_prev' and team_handles[team]:
            target_handle = es.getplayerprop(userid, 'CBasePlayer.m_hObserverTarget')
            if target_handle in team_handles[team]:
                target_index = team_handles[team].index(target_handle) - 1
                if target_index < 0:
                    target_index = len(team_handles[team]) - 1
                dead_players[userid] = team_handles[team][target_index]
            else:
                dead_players[userid] = team_handles[team][0]
            es.setplayerprop(userid, 'CBasePlayer.m_hObserverTarget', dead_players[userid])
            return False

    return True
Esempio n. 45
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def player_jump(ev):
    userid = ev["userid"]
    steamid = es.getplayersteamid(userid)
    if not es.isbot(userid):
        analysis[steamid]["view_angle_0"] = []
        analysis[steamid]["view_angle_1"] = []
        analysis[steamid]["velocity"] = []
        velocity = int(
            vector(
                float(
                    es.getplayerprop(
                        userid, 'CBasePlayer.localdata.m_vecVelocity[0]')),
                float(
                    es.getplayerprop(
                        userid,
                        'CBasePlayer.localdata.m_vecVelocity[1]'))).length())

        analysis[steamid]["velocity"].append(velocity)
Esempio n. 46
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def nearRegister(args):
    variable = str(args[0])
    users = str(args[1])
    distance = str(args[2])
    baseuser = str(args[3])
    command = str(args[4])
    vec = es.getplayerprop(baseuser, "CBaseEntity.m_vecOrigin").split(",")
    nearcoord(variable, users, distance, float(vec[0]), float(vec[1]),
              float(vec[2]), command)
Esempio n. 47
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def create(userid, override=False, **kw):
    '''
    Creates a new beacon for the given player. If you set "override" to True,
    the old beacon is deleted (if it exists) and a new one is created.
    Otherwise no new beacon is created. You can also change the default values
    for the beacon by passing them as keywords or change the attributes of the
    new created instance:

    Values:
    - Effect:
        users       = '#all'
        startradius = 0
        endradius   = 400
        model       = 'sprites/laser.vmt'
        halo        = 0
        startframe  = 0
        framerate   = 255
        width       = 2
        spread      = 0
        amplitude   = 0
        r           = 255
        g           = 255
        b           = 255
        a           = 255
        speed       = 1
        flags       = 0
        offset      = {'x':0, 'y': 0, 'z': 5}

    - Sound:
        sound       = 'buttons/blip1.wav'
        soundtype   = 'emitsound'
        volume      = 1
        attenuation = 0.75

    - Miscellaneous:
        duration     = 'indefinitely'
        interval     = 1.5
        precallback  = lambda userid, instance: None
        postcallback = lambda userid, instance: None
        destcallback = lambda userid, instance: None
    '''

    if not es.exists('userid', userid):
        return None

    userid = int(userid)
    if override or not exists(userid):
        if es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
            return None

        pause(userid)
        beacon = Beacons[userid] = _Beacon(userid, **kw)

    else:
        beacon = Beacon[userid]

    return beacon
Esempio n. 48
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def player_jump(ev):
    userid = str(ev['userid'])
    if exists('userid', userid):
        value = tools.wcsgroup.wcsgroup.getUser(userid, 'longjump')
        if value is not None:
            value = float(value)

        if value:
            if value < 1:
                value = 1.0

            tmp = float(
                getplayerprop(
                    userid, 'CBasePlayer.localdata.m_vecVelocity[0]')) * value
            tmp1 = float(
                getplayerprop(
                    userid, 'CBasePlayer.localdata.m_vecVelocity[1]')) * value
            setplayerprop(userid, 'CBasePlayer.localdata.m_vecBaseVelocity',
                          ','.join([str(tmp), str(tmp1), '0']))
Esempio n. 49
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    def get(self, user_ID):
        """Return the value of the player"s entity property. Cacheing is not
        possible and it"s also unnecessary as es.getplayerprop is fast. This
        method should generally only be implicitly called by python.

        Arguments:
        user_ID - the unique session ID of the user.

        """
        return es.getplayerprop(user_ID, self.name)
Esempio n. 50
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    def get(self, user_ID):
        """Return the value of the player"s entity property. Cacheing is not
        possible and it"s also unnecessary as es.getplayerprop is fast. This
        method should generally only be implicitly called by python.

        Arguments:
        user_ID - the unique session ID of the user.

        """
        return es.getplayerprop(user_ID, self.name)
Esempio n. 51
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    def healTeamates(self):
        """
        This is the actual function which will get the current level, and
        loop through all team players and if their positions are within range
        increment their armor / health.
        """
        x, y, z = es.getplayerlocation(self.userid)
        team    = es.getplayerteam(self.userid)
        player  = sourcerpg.players[self.userid]
        if team not in (2, 3):
            return
        if player is not None:
            level   = player[skillName]
            if level:
                """ The user is at least level one in the medic skill """
                distance = ( int(minDistance) + (level - 1) * float(distanceInc))
                healing  = int(healingInc) * level
                armor    = 0

                for teamPlayer in filter(lambda x: es.getplayerteam(x) == team and not es.getplayerprop(x, 'CBasePlayer.pl.deadflag'), es.getUseridList()):
                    """ Loop through all the living players on their team """
                    xx, yy, zz = es.getplayerlocation(teamPlayer)
                    if ( (x - xx) ** 2 + (y - yy) ** 2 + (z - zz) ** 2 ) ** 0.5 <= distance:
                        health = es.getplayerprop(teamPlayer, 'CBasePlayer.m_iHealth')
                        sourcerpgPlayer = sourcerpg.players[teamPlayer]
                        if health < sourcerpgPlayer['maxHealth']:
                            if health + healing > sourcerpgPlayer['maxHealth']:
                                armor = sourcerpgPlayer['maxHealth'] - health - healing
                                es.setplayerprop(teamPlayer, 'CBasePlayer.m_iHealth', sourcerpgPlayer['maxHealth'])
                            else:
                                es.setplayerprop(teamPlayer, 'CBasePlayer.m_iHealth', healing + health)
                        else:
                            armor = healing

                        if armor and self.gameName == "cstrike":
                            """ if we're playing CSS and we have armor to increment, do the task """
                            maxArmor = sourcerpgPlayer['maxArmor']
                            currentArmor = es.getplayerprop(teamPlayer, 'CCSPlayer.m_ArmorValue')
                            currentArmor += armor
                            if currentArmor > maxArmor:
                                currentArmor = maxArmor
                            es.setplayerprop(teamPlayer, 'CCSPlayer.m_ArmorValue', currentArmor)
Esempio n. 52
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def player_spawn(event_var):
    """
    Executed automatically when a player spawns, start the healing check

    @PARAM event_var - an automatically passed event instnace
    """
    userid = event_var['userid']
    if not es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
        """ Player is alive, so it is the actual player spawn event """
        if userid in heal:
            heal[userid].start(float(delay), 0)
Esempio n. 53
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def teleportPlayerToPlayer(userid, choice, popupid):
    target, recipient = choice
    if es.getplayerprop(target, 'CBasePlayer.pl.deadflag') or es.getplayerprop(recipient, 'CBasePlayer.pl.deadflag'):
        es.tell(userid, xalanguage('one player died', {}, playerlib.getPlayer(userid).get("lang") ) )
        return
        
    if not es.exists('userid', target) or not es.exists('userid', recipient):
        """ One of the player's doesn't exists... Return early and break the function """
        return    
    x, y, z = es.getplayerlocation(recipient)
    z += 100
    es.server.queuecmd('es_xsetpos %s %s %s %s' % (target, x, y, z) )
    if not int(xa_anonymous):
        args              = {}
        args["admin"]     = es.getplayername(userid)
        args["target"]    = es.getplayername(target)
        args["recipient"] = es.getplayername(recipient) 
        for player in playerlib.getPlayerList("#all"):
            es.tell(int(player), xalanguage("player sent to player", args, player.get("lang") ) )
    xateleport.logging.log("has teleported user %s [%s] to user %s [%s]" % (es.getplayername(target), es.getplayersteamid(target), es.getplayername(recipient), es.getplayersteamid(recipient) ), userid, True)
Esempio n. 54
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   def addRestriction(self, weapon):
      """
      Adds the weapon to the set of restricted weapons
      Calls the removeWeapon function on the RestrictedPlayer instance for each player on the restricted team
      """
      weapon = weapon.replace('weapon_', '')
      if weapon in self.restrictions: return

      self.restrictions.add(weapon)

      for userid in filter(lambda x: es.getplayerteam(x) == self.teamnum if not es.getplayerprop(x, 'CBasePlayer.pl.deadflag') else False, es.getUseridList()):
         getPlayer(userid).removeWeapon(weapon)
Esempio n. 55
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def player_spawn(event_var):
    """
    An event which occurs when a player spawns, ensure that their adrenalied
    key is set to False
    
    @PARAM event_var - an automatically passed event instance
    """
    userid = event_var['userid']
    if not es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
        player = sourcerpg.players[userid]
        if player is not None:
            sourcerpg.players[userid]['adrenalined'] = False
Esempio n. 56
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def giveDeagle(userid):
   for x in xrange(7): # CSS players can have up to 7 weapons
      handle = es.getplayerprop(userid, 'CBaseCombatCharacter.m_hMyWeapons.%03d' % x)
      if handle > 0:
         index = es.getindexfromhandle(handle)
         weapon = weaponlib.getWeapon(es.entitygetvalue(index, 'classname'))
         if weapon is not None and 'secondary' in weapon.tags:
            if weapon != 'weapon_deagle':
               es.entitysetvalue(index, 'targetname', 'kill_me')
               es.server.insertcmd('es_xfire %(userid)s kill_me Kill;'
                                   'es_xgive %(userid)s weapon_deagle' % 
                                   {'userid': userid})
            break
Esempio n. 57
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def stageMenu_select(userid, choice, popupid):
	if (es.getplayerteam(userid) == 1): return
	if (userid in started):
		started.remove(userid)
	for a in range(1,26):
		if (choice == '%s' % a):
			entities = es.createentitylist('info_teleport_destination')
			for b in entities:
				if (es.entitygetvalue(b, 'targetname') == "timer_stage%s" % a):
					x = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[0]") * -1 / 2
					y = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[1]") * -1 / 2
					z = es.getplayerprop(userid, "CBasePlayer.localdata.m_vecVelocity[2]") * -1 / 2
					es.setplayerprop(userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z))
					gamethread.delayed(0.01, es.setplayerprop, (userid, "CBasePlayer.localdata.m_vecBaseVelocity", es.createvectorstring(x, y, z)))
					startPos = es.entitygetvalue(b, 'origin').split(' ')
					startAng = es.entitygetvalue(b, 'angles').split(' ')
					es.setpos(userid, startPos[0], startPos[1], startPos[2])
					es.setang(userid, startAng[0], startAng[1], startAng[2])
	if (int(choice) > 7):
		gamethread.delayed(0.5, stageMenu.sendPage, (userid, (math.ceil(float(choice) / float(7)))))
	else:
		gamethread.delayed(0.5, stageMenu.send, (userid))
Esempio n. 58
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def sourcerpg_skillupgrade(event_var):
    """
    This event executes when a player's skill is upgraded. If the skill was
    regeneration, then stop any active regenerations, and create a new instance
    with the new values so that upgrades take place instantly
    
    @PARAM event_var - an auotomatically passed event instance
    """
    if event_var['skill'] == skillName:
        userid = event_var['userid']
        if not es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'):
            regen[userid].stopRegen()
            regen[userid].startRegen( int(event_var['level']), float(regenDelay))