Exemplo n.º 1
0
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)
Exemplo n.º 2
0
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)
Exemplo n.º 3
0
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)
Exemplo n.º 4
0
def Server_Event_Spawn(client, networker, game, event):
    player = game.current_state.players[event.playerid]
    player.spawn(game, game.current_state)
Exemplo n.º 5
0
def Server_Event_Spawn(client, networker, game, state, event):
    player = state.players[event.playerid]
    player.spawn(game, state)