Esempio n. 1
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def player_spawn(event_var):
    user_ID = int(event_var["userid"])
    player = players.Player(user_ID)
    if players.Player(user_ID).team_ID not in (players.TERRORIST,
                                               players.COUNTER_TERRORIST):
        return
    stealth_level = rpg.get_level(user_ID, _stealth)
    if stealth_level == 0:
        return
    _set_colour(player, stealth_level)
Esempio n. 2
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def _level_change(user_ID, player_perk, old_level, new_level):
    if new_level == 0:
        new_max_health = 100
    else:
        new_max_health = _health.perk_calculator(new_level)
    player = players.Player(user_ID)
    if player.health > new_max_health:
        player.health = new_max_health
Esempio n. 3
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def player_spawn(event_var):
    user_ID = int(event_var["userid"])
    player = players.Player(user_ID)
    if player.team_ID not in (players.TERRORIST, players.COUNTER_TERRORIST):
        return
    health_level = rpg.get_level(user_ID, _health)
    if health_level == 0:
        return
    player.health = _health.perk_calculator(health_level)
Esempio n. 4
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def _repair_armor(user_ID):
    player = players.Player(user_ID)
    if player.armor >= 100:
        return
    armor_bonus = _armor_repair.perk_calculator(
        rpg.get_level(user_ID, _armor_repair))
    if 100 - player.armor < armor_bonus:
        player.armor = 100
    else:
        player.armor += armor_bonus
def _level_change(user_ID, player_perk, old_level, new_level):
    if new_level == 0:
        if user_ID in _delays:
            delay = _delays.pop(user_ID)
            if delay.running:
                delay.stop()
        return
    if old_level == 0:
        delay = _delays[user_ID] = delays.Delay(_regenerate, user_ID)
        if not players.Player(user_ID).dead:
            delay.start(5, True)
def player_spawn(event_var):
    user_ID = int(event_var["userid"])
    if players.Player(user_ID).team_ID not in (players.TERRORIST,
                                               players.COUNTER_TERRORIST):
        return
    if rpg.get_level(user_ID, _regeneration) == 0:
        return
    delay = _delays.get(user_ID)
    if delay is None:
        delay = _delays[user_ID] = delays.Delay(_regenerate, user_ID)
        delay.start(5, True)
    elif not delay.running:
        delay.start(5, True)
Esempio n. 7
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def _remove_effects(user_ID):
    player = players.Player(user_ID)
    player.speed = 1
    stealth = rpg.PerkManager.data.get("stealth")
    if stealth is None or not stealth.enabled:
        max_alpha = 255
    else:
        stealth_level = rpg.get_level(user_ID, stealth)
        if stealth_level == 0:
            max_alpha = 255
        else:
            max_alpha = stealth.perk_calculator(stealth_level)
    player.colour = (255, 255, 255, max_alpha)
def player_spawn(event_var):
    user_ID = int(event_var["userid"])
    player = players.Player(user_ID)
    if player.team_ID not in (players.TERRORIST, players.COUNTER_TERRORIST):
        return
    clip_replenish_level = rpg.get_level(user_ID, _clip_replenish)
    if clip_replenish_level == 0:
        return
    delay = _delays.get(user_ID)
    if delay is None:
        delay = _delays[user_ID] = delays.Delay(_replenish_clip, player)
        delay.start(_clip_replenish.perk_calculator(clip_replenish_level),
                    True)
    elif not delay.running:
        delay.start(_clip_replenish.perk_calculator(clip_replenish_level),
                    True)
def _regenerate(user_ID):
    health = rpg.PerkManager.data.get("health")
    if health is None or not health.enabled:
        max_health = 100
    else:
        health_level = rpg.get_level(user_ID, health)
    if health_level == 0:
        max_health = 100
    else:
        max_health = health.perk_calculator(health_level)
    player = players.Player(user_ID)
    if player.health >= max_health:
        return
    health_to_regenerate = _regeneration.perk_calculator(
        rpg.get_level(user_ID, _regeneration))
    if max_health - player.health <= health_to_regenerate:
        player.health = max_health
    else:
        player.health += health_to_regenerate
Esempio n. 10
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def player_hurt(event_var):
    victim_ID = int(event_var["userid"])
    if (int(event_var["attacker"]) == players.WORLD
            or int(event_var["hitgroup"]) != 1):
        return
    adrenaline_level = rpg.get_level(victim_ID, _adrenaline)
    if adrenaline_level == 0:
        return
    player = players.Player(victim_ID)
    player.speed = _adrenaline.perk_calculator(adrenaline_level)
    player.colour = (255, 0, 0, 255)
    delay = _delays.get(victim_ID)
    if delay is None:
        delay = _delays[victim_ID] = delays.Delay(_remove_effects, victim_ID)
        delay.start(1.2)
    else:
        if delay.running:
            delay.stop()
        delay.start(1.2)
Esempio n. 11
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def player_hurt(event_var):
    victim_ID = int(event_var["userid"])
    attacker_ID = int(event_var["attacker"])
    if (attacker_ID == players.WORLD
            or list(weapons.weapon_types_by_names(
                event_var["weapon"]))[0].CATEGORY != weapons.CATEGORY_MELEE):
        return
    ice_stab_level = rpg.get_level(attacker_ID, _ice_stab)
    if ice_stab_level == 0:
        return
    player = players.Player(victim_ID)
    player.speed = _ice_stab.perk_calculator(ice_stab_level)
    player.colour = (0, 255, 0, 255)
    delay = _delays.get(victim_ID)
    if delay is None:
        delay = _delays[victim_ID] = delays.Delay(_remove_effects, victim_ID)
        delay.start(1.5)
    else:
        if delay.running:
            delay.stop()
        delay.start(1.5)
def _level_change(user_ID, player_perk, old_level, new_level):
    if new_level == 0:
        if user_ID in _delays:
            delay = _delays.pop(user_ID)
            if delay.running:
                delay.stop()
    else:
        player = players.Player(user_ID)
        replenish_iterval = _clip_replenish.perk_calculator(new_level)
        if old_level == 0:
            delay = _delays[user_ID] = delays.Delay(_replenish_clip, player)
            if not player.dead:
                delay.start(replenish_iterval, True)
        else:
            delay = _delays.get(user_ID)
            if delay is None:
                delay = _delays[user_ID] = delays.Delay(
                    _replenish_clip, player)
                if not player.dead:
                    delay.start(replenish_iterval, True)
            elif delay.running:
                delay.interval = replenish_iterval
Esempio n. 13
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def player_hurt(event_var):
    attacker_ID = int(event_var["attacker"])
    if attacker_ID == players.WORLD:
        return
    vampire_level = rpg.get_level(attacker_ID, _vampire)
    if vampire_level == 0:
        return
    health = rpg.PerkManager.data.get("health")
    if health is None or not health.enabled:
        max_health = 100
    else:
        health_level = rpg.get_level(attacker_ID, health)
        if health_level == 0:
            max_health = 100
        else:
            max_health = health.perk_calculator(health_level)
    health_bonus = int(event_var[
            "dmg_health"]) * _vampire.perk_calculator(vampire_level)
    player = players.Player(attacker_ID)
    if max_health - int(event_var["es_attackerhealth"]) <= health_bonus:
       player.health = max_health
    else:
        player.health += health_bonus
Esempio n. 14
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def player_jump(event_var):
    user_ID = int(event_var["userid"])
    long_jump_level = rpg.get_level(user_ID, _long_jump)
    if long_jump_level == 0:
        return
    players.Player(user_ID).push(float(long_jump_level * 0.1), 0)
Esempio n. 15
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def _level_change(user_ID, player_perk, old_level, new_level):
    player = players.Player(user_ID)
    if new_level == 0:
        player.colour = (255, 255, 255, 255)
    else:
        _set_colour(player, new_level)