def updateWeapons(self): if self.disabled: self.__updateTimer = None return weaponModules = findModules(groupNames=WeaponGroupNames) for moduleID, module in weaponModules.items(): if hasattr(module, "ChangeAmmo"): self.ensureModuleHooked(module) canActivate = canActivateModule(module)[0] canDeactivate = canDeactivateModule(module)[0] currentTarget = self.__activeModules.get(moduleID, None) if currentTarget: isActive = isModuleActive(module) if isActive == False: del self.__activeModules[moduleID] currentTarget = None if ( ((currentTarget is not None) and canDeactivate) or canActivate ): uthread.pool("DoUpdateModule", self.doUpdateModule, moduleID, module, currentTarget)
def updateWeapons(self): if self.disabled: self.__updateTimer = None return weaponModules = findModules(groupNames=WeaponGroupNames) for moduleID, module in weaponModules.items(): if hasattr(module, "ChangeAmmo"): self.ensureModuleHooked(module) canActivate = canActivateModule(module)[0] canDeactivate = canDeactivateModule(module)[0] currentTarget = self.__activeModules.get(moduleID, None) if currentTarget: isActive = isModuleActive(module) if isActive == False: del self.__activeModules[moduleID] currentTarget = None if (((currentTarget is not None) and canDeactivate) or canActivate): uthread.pool("DoUpdateModule", self.doUpdateModule, moduleID, module, currentTarget)
def updateModules(self): if self.disabled: self.__updateTimer = None return activeModules = findModules(groupNames=ModuleGroupNames) for moduleID, module in activeModules.items(): if (canActivateModule(module) and (not isModuleActive(module))): activateModule(module)