def Server_Full_Update(client, networker, game, state, event): numof_players = struct.unpack_from(">B", event.bytestr)[0] event.bytestr = event.bytestr[1:] for index in range(numof_players): player = engine.player.Player(game, state, index) player.name, player_class, character_exists = struct.unpack_from(">32pBB", event.bytestr) player.nextclass = function.convert_class(player_class) event.bytestr = event.bytestr[34:] if character_exists: player.spawn(game, state)
def Server_Full_Update(client, networker, game, state, event): numof_players = event.internalbuffer.read("B") # FIXME: Unclean mixing # Full update is going to roll over everything anyway, might as well start anew game.rendering_time = event.time for index in range(numof_players): player = engine.player.Player(game, state, index) player.name, player_class, character_exists = event.internalbuffer.read("32pBB") player.nextclass = function.convert_class(player_class) if character_exists: player.spawn(game, state)
def Server_Full_Update(client, networker, game, state, event): numof_players = struct.unpack_from(">B", event.bytestr)[0] event.bytestr = event.bytestr[1:] # FIXME: Unclean mixing game.rendering_time = event.time for index in range(numof_players): player = engine.player.Player(game, state, index) player.name, player_class, character_exists = struct.unpack_from(">32pBB", event.bytestr) player.nextclass = function.convert_class(player_class) event.bytestr = event.bytestr[34:] if character_exists: player.spawn(game, state)
def Server_Event_Spawn(client, networker, game, event): player = game.current_state.players[event.playerid] player.spawn(game, game.current_state)
def Server_Event_Spawn(client, networker, game, state, event): player = state.players[event.playerid] player.spawn(game, state)