def __init__( self ): # Properties of the memory self.type = TYPE_NONE self.classname = "" self.hEnt = GEEntity.EntityHandle( None ) self.location = GEUtil.Vector() self.team = GEGlobal.TEAM_NONE self.flags = Memory.FL_NONE self.data = 0 # Desirability Inputs self.priority = PRIORITY_NONE self.time_lastrecord = 0 self.time_expires = 0 # Dynamic variables self._confidence = 0 self._distance = 0
def RefreshMemory( self, mem, ent ): assert isinstance( mem, Memory ) assert isinstance( ent, GEEntity.CBaseEntity ) mem.Refresh() mem.hEnt = GEEntity.EntityHandle( ent ) mem.location = ent.GetAbsOrigin() mem.team = ent.GetTeamNumber() # Set player specific flags player = GEPlayer.ToCombatCharacter( ent ) if player: weapon = GEWeapon.ToGEWeapon( player.GetActiveWeapon() ) if weapon and weapon.GetWeaponId() != GEGlobal.WEAPON_SLAPPERS: mem.AddFlag( Memory.FL_ARMED ) else: mem.RemoveFlag( Memory.FL_ARMED ) # Set objective flag based on radar if GERules.GetRadar().IsObjective( ent ): mem.AddFlag( Memory.FL_OBJECTIVE ) else: mem.RemoveFlag( Memory.FL_OBJECTIVE )
def __init__(self): self._ent = GEEntity.EntityHandle(None) self.next_drop_time = 0
def SetTokenEnt(self, token): self._ent = GEEntity.EntityHandle(token)
def __init__(self): self._ent = GEEntity.EntityHandle(None) self.next_drop_time = 0 #Drop-spam prevention self.bothered = False #If we've been dropped by a member of the enemy team and are waiting to be rescued.