def es_map_start(event_var): for userid in es.getUseridList(): playerlimit[userid] = 0 if xasoundslist: if int(sounds_download) == 1: for sound in xasoundslist: es.stringtable('downloadables', 'sound/%s'%xasoundslist[sound])
def es_map_start(event_var): bomb_timer_setting.clear(int(bomb_timer_savetime)*86400) if int(bomb_timer_soundload): for keyname in bomb_timer_language.keys(): if keyname.startswith('sound_'): for soundname in bomb_timer_language[keyname].keys(): es.stringtable('downloadables', 'sound/%s'%bomb_timer_language[keyname][soundname])
def makedownloadable(skinfile, skingroup): """ This function reads each model/material list files and makes them downloadable if cvar set. Also returns model name """ strPath = xaskins_skinfiles_path + skingroup + "/" + skinfile if not os.path.isfile(strPath): xaskins.logging.log( "Cannot find the text file which contains all the download files for skin %s" % skingroup) return None sp = open(xaskins_skinfiles_path + skingroup + "/" + skinfile, "r") for line in sp: line = line.strip() if not line.startswith('//') and bool(line): if not line.count("."): """ Allow users to just give us folder names """ directory = os.path.join(xa.gamedir(), line) if os.path.isdir(directory): for fileName in os.listdir(directory): if skins_downloadable == 1: es.stringtable("downloadables", line + "/" + fileName) if fileName.endswith('.mdl'): model = line + "/" + fileName else: if skins_downloadable == 1: es.stringtable("downloadables", line) if line.endswith('.mdl'): model = line return model
def makedownloadable(skinfile,skingroup): """ This function reads each model/material list files and makes them downloadable if cvar set. Also returns model name """ strPath = xaskins_skinfiles_path + skingroup + "/" + skinfile if not os.path.isfile(strPath): xaskins.logging.log("Cannot find the text file which contains all the download files for skin %s"%skingroup) return None sp = open(xaskins_skinfiles_path + skingroup + "/" + skinfile, "r") for line in sp: line = line.strip() if not line.startswith('//') and bool(line): if not line.count("."): """ Allow users to just give us folder names """ directory = os.path.join(xa.gamedir(), line ) if os.path.isdir(directory): for fileName in os.listdir(directory): if skins_downloadable == 1: es.stringtable("downloadables", line + "/" + fileName) if fileName.endswith('.mdl'): model = line + "/" + fileName else: if skins_downloadable == 1: es.stringtable("downloadables", line) if line.endswith('.mdl'): model = line return model
def es_map_start(event_var): for userid in es.getUseridList(): playerlimit[userid] = 0 if xasoundslist: if int(sounds_download) == 1: for sound in xasoundslist: soundfile = str(xasoundslist[sound]) es.stringtable("downloadables", "sound/" + sound)
def es_map_start(event_var): for userid in es.getUseridList(): playerlimit[userid] = 0 if xasoundslist: if int(sounds_download) == 1: for sound in xasoundslist: soundfile = str(xasoundslist[sound]) es.stringtable('downloadables', 'sound/' + sound)
def es_map_start(event_var): bomb_timer_setting.clear(int(bomb_timer_savetime) * 86400) if int(bomb_timer_soundload): for keyname in bomb_timer_language.keys(): if keyname.startswith('sound_'): for soundname in bomb_timer_language[keyname].keys(): es.stringtable( 'downloadables', 'sound/%s' % bomb_timer_language[keyname][soundname])
def es_map_start(event_var): quake_sounds_setting.clear(int(quake_sounds_savetime)*86400) quake_sounds_players = {} for userid in es.getUseridList(): quake_sounds_players[userid] = {'kills':0,'multikills':0,'headshot':False,'headshots':0} if int(quake_sounds_soundload): for keyname in quake_sounds_kv: if (str(keyname) != 'styles') and ('sound' in quake_sounds_kv[str(keyname)]): for soundname in quake_sounds_kv[str(keyname)]['sound']: es.stringtable('downloadables', 'sound/'+str(quake_sounds_kv[str(keyname)]['sound'][str(soundname)])) _check_event(event_var)
def es_map_start(event_var): global firstblood, quake_sounds firstblood = True for userid in es.getUseridList(): playerkills[userid] = 0 playertimes[userid] = 0 playerheads[userid] = False if len(xaquakesoundslist) > 0: if int(quake_sounds_download) == 1: for sound in xaquakesoundslist: es.stringtable('downloadables', 'sound/%s'%xaquakesoundslist[sound]) else: quake_sounds.set('0')
def es_map_start(event_var): quake_sounds_setting.clear(int(quake_sounds_savetime) * 86400) quake_sounds_players = {} for userid in es.getUseridList(): quake_sounds_players[userid] = { 'kills': 0, 'multikills': 0, 'headshot': False, 'headshots': 0 } if int(quake_sounds_soundload): for keyname in quake_sounds_kv: if (str(keyname) != 'styles') and ('sound' in quake_sounds_kv[str(keyname)]): for soundname in quake_sounds_kv[str(keyname)]['sound']: es.stringtable( 'downloadables', 'sound/' + str(quake_sounds_kv[str( keyname)]['sound'][str(soundname)])) _check_event(event_var)
def stringtable(argv): es.stringtable(*argv)
def doDownloads(): for sound in (lmv_sound_gameplay_start,lmv_sound_gameplay_end,lmv_sound_mapvote_start,lmv_sound_mapvote_end,lmv_sound_random_map): if str(sound): es.stringtable('downloadables','sound/%s'%sound)
def make_downloadable(gg_loading=False): # Make the global variable winnerSounds global to this function in case we # use it below global winnerSounds # Is GunGame loading? if gg_loading: # Print message to server console es.dbgmsg(0, langstring('Load_SoundSystem')) # Make sure we are in a map if not in_map(): return # Loop through all files in the sound_pack directory for f in iniDir.walkfiles(): # Make sure the extension is ".ini" if f.ext.lower() != '.ini': continue # Grab the ConfigObj for the INI config = ConfigObj('%s/%s' % (iniDir, f.name)) # Loop through all names (keys) in the INI for name in config: # Make sure the name isn't "title" if name.lower() == 'title': continue # Make sure that the sound file exists at the given path if sound_exists(config[name]): # Make the sound downloadable es.stringtable('downloadables', 'sound/%s' % config[name]) else: # See if the file is a random sound text file if not iniDir.joinpath('random_sound_files', config[name]).isfile(): continue # If we are on a random winner sound, and we have more sounds # in the current list of random sounds, choose one and make it # downloadable if name == "winner" and winnerSounds: # If there are winner sounds left in the shuffled list, # remove the last used sound if len(winnerSounds) > 1: winnerSounds.pop(0) # Make the new random winner sound downloadable if sound_exists(winnerSounds[0]): es.stringtable('downloadables', 'sound/%s' % winnerSounds[0]) # If gg_dynamic_chattime is enabled, set the chattime if int(gg_dynamic_chattime): set_chattime() continue # If the last used winner sound is the only thing left, # clear the list so that we can fill it below winnerSounds = [] # Open the random sound file with iniDir.joinpath('random_sound_files', config[name]).open() as randomFile: randomSounds = randomFile.readlines() # Loop through all sounds in the file for sound in randomSounds: # Remove the line return character and whitespace, sound = sound.strip('\\n').strip() # Do not add comment lines if sound.startswith("//"): continue # If we are on a random winner sound, add it to the # random winner sounds list if name == "winner": winnerSounds.append(sound) # We will make the winner sound chosen for this round # downloadable below this loop continue # Make sure that the sound file exists at the given path if sound_exists(sound): # Make the sound downloadable es.stringtable('downloadables', 'sound/%s' % sound) # Now that we are done adding random winner sounds to # the winnerSounds list, choose one to make downloadable if name == "winner": # Shuffle the list of new winner sounds shuffle(winnerSounds) # Make the new random winner sound downloadable if sound_exists(winnerSounds[0]): es.stringtable('downloadables', 'sound/%s' % winnerSounds[0]) # If gg_dynamic_chattime is enabled, set the chattime if int(gg_dynamic_chattime): set_chattime()
def make_downloadable(gg_loading=False): # Make the global variable winnerSounds global to this function in case we # use it below global winnerSounds # Is GunGame loading? if gg_loading: # Print message to server console es.dbgmsg(0, langstring('Load_SoundSystem')) # Make sure we are in a map if not in_map(): return # Loop through all files in the sound_pack directory for f in iniDir.walkfiles(): # Make sure the extension is ".ini" if f.ext.lower() != '.ini': continue # Grab the ConfigObj for the INI config = ConfigObj('%s/%s' % (iniDir, f.name)) # Loop through all names (keys) in the INI for name in config: # Make sure the name isn't "title" if name.lower() == 'title': continue # Make sure that the sound file exists at the given path if sound_exists(config[name]): # Make the sound downloadable es.stringtable('downloadables', 'sound/%s' % config[name]) else: # See if the file is a random sound text file if not iniDir.joinpath( 'random_sound_files', config[name]).isfile(): continue # If we are on a random winner sound, and we have more sounds # in the current list of random sounds, choose one and make it # downloadable if name == "winner" and winnerSounds: # If there are winner sounds left in the shuffled list, # remove the last used sound if len(winnerSounds) > 1: winnerSounds.pop(0) # Make the new random winner sound downloadable if sound_exists(winnerSounds[0]): es.stringtable( 'downloadables', 'sound/%s' % winnerSounds[0]) # If gg_dynamic_chattime is enabled, set the chattime if int(gg_dynamic_chattime): set_chattime() continue # If the last used winner sound is the only thing left, # clear the list so that we can fill it below winnerSounds = [] # Open the random sound file with iniDir.joinpath( 'random_sound_files', config[name]).open() as randomFile: randomSounds = randomFile.readlines() # Loop through all sounds in the file for sound in randomSounds: # Remove the line return character and whitespace, sound = sound.strip('\\n').strip() # Do not add comment lines if sound.startswith("//"): continue # If we are on a random winner sound, add it to the # random winner sounds list if name == "winner": winnerSounds.append(sound) # We will make the winner sound chosen for this round # downloadable below this loop continue # Make sure that the sound file exists at the given path if sound_exists(sound): # Make the sound downloadable es.stringtable('downloadables', 'sound/%s' % sound) # Now that we are done adding random winner sounds to # the winnerSounds list, choose one to make downloadable if name == "winner": # Shuffle the list of new winner sounds shuffle(winnerSounds) # Make the new random winner sound downloadable if sound_exists(winnerSounds[0]): es.stringtable( 'downloadables', 'sound/%s' % winnerSounds[0]) # If gg_dynamic_chattime is enabled, set the chattime if int(gg_dynamic_chattime): set_chattime()
def es_map_start(ev): for i in rpgParachuteDownloads: es.stringtable("downloadables", i)
def load(): es.addons.registerTickListener(OnTick) for i in rpgParachuteDownloads: es.stringtable("downloadables", i)
def setdownloadables(self): es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.xbox.vtx") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.vvd") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.sw.vtx") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.phy") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.mdl") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.dx90.vtx") es.stringtable("downloadables", "models/player/home net server/zombie/zombie_hc/t_arctic.dx80.vtx") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/Zombie_Classic_sheet_normal.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/Zombie_Classic_sheet.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/Zombie_Classic_sheet.vmt") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/t_leet_normal.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/t_leet.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/t_leet.vmt") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/headcrabsheet_normal.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/headcrabsheet.vtf") es.stringtable("downloadables", "materials/models/player/home net server/zombie/zombie_hc/headcrabsheet.vmt")