I've fixed 2 bugs in the latest development version and I've improved the script's code.
The spectator view bug is now the only bug I need to fix before I can release beta 1.0.
from . import GEScenario
from GamePlay.Utils.GEPlayerTracker import GEPlayerTracker
from Utils.GETimer import TimerTracker, Timer
from collections import defaultdict
import GEPlayer, GEUtil, GEMPGameRules, GEGlobal
USING_API = GEGlobal.API_VERSION_1_0_0
'''
I chose to implement this mode by editing the "You Only Live Twice" mode script. So
this script uses lots of code that was created by the author(s) of the YOLT script.
I've also reused code from the "Capture The Key" mode's script.
Unresolved bugs:
* When an eliminated & unspawned player changes their team to spectator, there is a problem with their spectator view.
@author: Joe
@version: Dev 24.00 (22/11/12 0:31 GMT)
'''
class DieAnotherDay( GEScenario ):
MRE_MODEL = "models/players/bond/bond.mdl"
JRE_MODEL = "models/players/jaws/jaws.mdl"
COLOR_MI6_RADAR = GEUtil.Color( 94, 171, 231, 255 )
COLOR_JANUS_RADAR = GEUtil.Color( 206, 43, 43, 255 )
JBountyFontColour = GEUtil.CColor( 206, 43, 43, 255 )
MBountyFontColour = GEUtil.CColor( 100, 184, 234, 220 )
#Progress bar positions
MBountyPBX = 0.4
MBountyPBY = 0
JBountyPBX = 0.6
JBountyPBY = 0
ResurrectionPBX = -1
ResurrectionPBY = 0.6
#-------------------------
resurrectionTime = 5.0
TR_ELIMINATED = "eliminated"
TR_SPAWNED = "spawned"
TOKEN_MI6 = 'token_mi6'
TOKEN_JANUS = 'token_janus'
#Progress Bar Indexs
MBountyPBIndex = 0
JBountyPBIndex = 1
ResurrectionPBIndex = 2
def __init__( self ):
super( DieAnotherDay, self ).__init__()
self.radar = None
self.eliminateNewPlayers = False
self.waitingForPlayers = False
self.radarSet = False
self.mi6Bounty = 0
self.janusBounty = 0
self.pltracker = GEPlayerTracker( self )
self.timerTracker = TimerTracker( self )
self.tokenManager = GEMPGameRules.GetTokenMgr()
self.changingTeamPlayers = {}
#Eliminated player collections
self.mResurrectionQueue = []
self.jResurrectionQueue = []
self.eliminatedSpectators = []
#Collections related to resurrection area entities
self.mAreaIDs = []
self.jAreaIDs = []
self.mAreaLocations = []
self.jAreaLocations = []
self.resurrectionAreaUserLists = defaultdict(list)
def OnLoadGamePlay( self ):
GEUtil.PrecacheModel( self.MRE_MODEL )
GEUtil.PrecacheModel( self.JRE_MODEL )
def Cleanup( self ):
super( DieAnotherDay, self ).Cleanup()
self.pltracker = None
def GetPrintName( self ):
return "Die Another Day"
def GetScenarioHelp( self, help_obj ):
#TODO use UI Language Files:
help_obj.SetDescription(
"""
Based on: Mefy's MOHAA Freeze Tag Mode
Version: Dev 24.00
*Eliminate the opposing team.
*Resurrect your eliminated team mates.
*To resurrect a team mate stand next
to them.
The ability to resurrect players from
a long distance will be added in
version 2.00, if it can be implemented.
""")
def GetGameDescription( self ):
return "Die Another Day"
def OnPlayerConnect( self, player ):
self.pltracker.SetValue( player, self.TR_SPAWNED, False )
def OnPlayerDisconnect( self, player ):
team = player.GetTeamNumber()
if team != GEGlobal.TEAM_SPECTATOR:
self.updateTeamsMaxPlayers(team) #Will the diconnecting player still be counted?
if self.isEliminatedPlayer(player): self.deleteNotInUseResurrectionEntityFromTeam(team)
else: self.decreaseTeamBounty(team)
def isEliminatedPlayer(self,player):
return self.pltracker.GetValue(player,self.TR_ELIMINATED)
#-------------------------------
def CanPlayerChangeTeam(self,player,oldTeam,newTeam ):
if oldTeam == GEGlobal.TEAM_NONE: return True
elif oldTeam == GEGlobal.TEAM_SPECTATOR and player.IsInitialSpawn(): self.newPlayerWantsToJoinTeam(player,newTeam)
elif oldTeam == GEGlobal.TEAM_SPECTATOR: self.spectatorWantsToJoinTeam(player,newTeam)
elif oldTeam != GEGlobal.TEAM_SPECTATOR and newTeam != GEGlobal.TEAM_SPECTATOR: self.playerWantsToChangeTheirTeam(player,oldTeam,newTeam)
elif oldTeam != GEGlobal.TEAM_SPECTATOR and newTeam == GEGlobal.TEAM_SPECTATOR:
#EPILEPSY WARNING: The view bug caused by an eliminated player becoming a spectator may be capable of causing epileptic seizures.
if self.isEliminatedPlayer(player):
GEUtil.PopupMessage(player, "You can't become a spectator","If eliminated players became spectators in this version, a bug would occur.")
GEUtil.ClientPrint(player,GEGlobal.HUD_PRINTTALK,"You can't become a spectator:A bug would occur if eliminated players could become spectators.")
return False
else: self.playerWantsToBecomeSpectator(player,oldTeam)
return True
def newPlayerWantsToJoinTeam(self,player,newTeam):
if self.eliminateNewPlayers:
#TODO use language files
GEUtil.PopupMessage(player, "You Can't Spawn Yet","To prevent resurrection rejoins, new players won't spawn until a team mate spawns them.")
self.eliminatePlayer(player)
self.spawnNewResurrectionEntity(player,newTeam)
self.addPlayerToResurrectionQueue(player,newTeam)
else: self.increaseTeamBounty(newTeam)
def playerWantsToChangeTheirTeam(self,player,oldTeam,newTeam):
self.changingTeamPlayers[player] = oldTeam
if self.isEliminatedPlayer(player):
self.deleteNotInUseResurrectionEntityFromTeam(oldTeam)
self.removePlayerFromTeamsRQueue(player,oldTeam)
self.spawnNewResurrectionEntity(player,newTeam)
self.addPlayerToResurrectionQueue(player,newTeam)
else:
self.decreaseTeamBounty(oldTeam)
self.increaseTeamBounty(newTeam)
def playerWantsToBecomeSpectator(self,player,oldTeam):
self.changingTeamPlayers[player] = GEGlobal.TEAM_SPECTATOR
self.decreaseTeamBounty(oldTeam)
#if self.isEliminatedPlayer(player):
#self.deleteNotInUseResurrectionEntityFromTeam(oldTeam)
#self.removePlayerFromTeamsRQueue(player,oldTeam)
#else: self.decreaseTeamBounty(oldTeam)
def spectatorWantsToJoinTeam(self,player,newTeam):
if self.isEliminatedPlayer(player):
#TODO use language files
GEUtil.PopupMessage(player, "You Can't Spawn Yet","You will have to wait for a team mate to spawn you because you were eliminated before becoming a specator.")
self.spawnNewResurrectionEntity(player,newTeam)
self.addPlayerToResurrectionQueue(player,newTeam)
else: self.increaseTeamBounty(newTeam)
#-------------------------------
def deleteNotInUseResurrectionEntityFromTeam(self,team):
teamsResurrectionAreaIDs = None
if team == GEGlobal.TEAM_MI6: teamsResurrectionAreaIDs = self.mAreaIDs
else: teamsResurrectionAreaIDs = self.jAreaIDs
for areaID in teamsResurrectionAreaIDs:
if not self.areaInUse(areaID):
self.deleteResurrectionArea(areaID,team)
break
def deleteResurrectionArea(self,areasID,areasTeam):
self.resurrectionAreaUserLists.pop(areasID)
if areasTeam == GEGlobal.TEAM_MI6: self.mAreaIDs.remove(areasID)
else: self.jAreaIDs.remove(areasID)
self.tokenManager.RemoveCaptureArea(areasID)
def areaInUse(self,areasID):
return len(self.resurrectionAreaUserLists[areasID]) > 0
def eliminatePlayer(self,player):
self.pltracker.SetValue(player,self.TR_ELIMINATED,True)
def announceElimination(self,victim,killer):
#Emit "Player Eliminated" event
GEUtil.EmitGameplayEvent( "DieAnotherDay_eliminated", "%i" % victim.GetUserID(), "%i" % killer.GetUserID())
#Tell the other players that a player has been eliminated #TODO use UI Language Files
GEUtil.ClientPrint(None,GEGlobal.HUD_PRINTTALK, "A " + self.getTeamString(victim.GetTeamNumber()) + " player has been eliminated.")
def getTeamString(self,teamNumber):
if(teamNumber == GEGlobal.TEAM_MI6): return "MI6"
elif(teamNumber == GEGlobal.TEAM_JANUS): return "Janus"
else: return "Spectator"
def addPlayerToResurrectionQueue(self,player,team):
if team == GEGlobal.TEAM_MI6: self.mResurrectionQueue.append(player)
else: self.jResurrectionQueue.append(player)
def removePlayerFromTeamsRQueue(self,player,team):
if team == GEGlobal.TEAM_MI6: self.mResurrectionQueue.remove(player)
else: self.jResurrectionQueue.remove(player)
def spawnNewResurrectionEntity(self,victim,team):
#Create a new resurrection area id
newAreasID = str(victim.GetUserID())
#Spawn a new resurrection area
self.spawnResurrectionEntity(newAreasID,team)
#Create entries for the new area in resurrection entity collections
if team == GEGlobal.TEAM_MI6: self.mAreaIDs.append(newAreasID)
else: self.jAreaIDs.append(newAreasID)
#Added to radar in CaptureAreaSpawned()
def respawnResurrectionEntity(self,areaID,team):
self.tokenManager.RemoveCaptureArea(areaID)
self.spawnResurrectionEntity(areaID,team)
def spawnResurrectionEntity(self,areaID,team):
#Get Model Name
modelName = None
if team == GEGlobal.TEAM_MI6: modelName = self.MRE_MODEL
else: modelName = self.JRE_MODEL
#Spawn resurrection entity
self.tokenManager.SetupCaptureArea(areaID,
model=modelName,
limit=1, location=GEGlobal.SPAWN_PLAYER,
rqd_team=team)
def OnPlayerSpawn(self,player):
playersTeam = player.GetTeamNumber()
if playersTeam != GEGlobal.TEAM_SPECTATOR:
if self.changingTeamPlayers.has_key(player):
#update the max players in their new team's bounty progress bar:
self.updateTeamsMaxPlayers(playersTeam)
#update the max players in their old team's bounty progress bar:
if self.changingTeamPlayers[player] != GEGlobal.TEAM_SPECTATOR: self.updateTeamsMaxPlayers(self.changingTeamPlayers[player])
self.changingTeamPlayers.remove(player)
if player in self.eliminatedSpectators:
self.spawnNewResurrectionEntity(player,playersTeam)
self.updateTeamsMaxPlayers(playersTeam)
self.eliminatedSpectators.remove(player)
#If can spawn:
else:
self.pltracker.SetValue( player, self.TR_SPAWNED,True)
#TODO Use UI Language Files
GEUtil.PopupMessage( player, "Die Another Day", "Eliminate your opponents and resurrect your eliminated team mates." )
def OnRoundBegin( self ):
self.mi6Bounty = 0
self.janusBounty = 0
self.radar = GEMPGameRules.GetRadar()
if not self.waitingForPlayers:
for i in range( 32 ):
if not GEPlayer.IsValidPlayerIndex( i ):
continue
self.pltracker.SetValue( GEPlayer.GetMPPlayer( i ), self.TR_ELIMINATED, False )
GEMPGameRules.ResetAllPlayerDeaths()
GEMPGameRules.ResetAllPlayersScores()
def OnRoundEnd( self ):
self.eliminateNewPlayers = False
self.radar.DropAllContacts()
self.timerTracker.RemoveTimer(None) #Stop all timers
#Remove all progress bars
GEUtil.RemoveHudProgressBar( None,self.MBountyPBIndex)
GEUtil.RemoveHudProgressBar( None,self.JBountyPBIndex)
GEUtil.RemoveHudProgressBar( None,self.ResurrectionPBIndex)
#Empty resurrection queues
del self.mResurrectionQueue[:]
del self.jResurrectionQueue[:]
self.deleteAllCaptureAreasAndTheirCollections()
def deleteAllCaptureAreasAndTheirCollections(self):
for areaID in self.mAreaIDs: self.tokenManager.RemoveCaptureArea(areaID)
for areaID in self.jAreaIDs: self.tokenManager.RemoveCaptureArea(areaID)
self.resurrectionAreaUserLists.clear()
del self.mAreaIDs[:]
del self.jAreaIDs[:]
def OnPlayerKilled( self, victim, killer, weapon ):
super( DieAnotherDay, self ).OnPlayerKilled( victim, killer, weapon )
self.InitializePlayerBounty() #if not initialised already
victimsTeam = victim.GetTeamNumber()
#Don't allow player's to accidentally/intentionally eliminate their team mates
if killer.GetTeamNumber()!= victimsTeam:
self.eliminatePlayer(victim)
self.announceElimination(victim,killer)
self.decreaseTeamBounty(victimsTeam)
#Get the survivor count for the victim's team.
teamsSurvivors = 0
if victimsTeam == GEGlobal.TEAM_MI6: teamsSurvivors = self.mi6Bounty
else: teamsSurvivors = self.janusBounty
#If the victim was the last player alive on their team then don't create a resurrection area because
#the game will be ended by OnThink() when this function has finished.
if teamsSurvivors > 0:
self.eliminateNewPlayers = True
self.spawnNewResurrectionEntity(victim,victimsTeam)
self.addPlayerToResurrectionQueue(victim,victimsTeam)
if self.playerNotBot(victim):
queuePosition = None
if victimsTeam == GEGlobal.TEAM_MI6: queuePosition = self.mResurrectionQueue.index(victim)
else: queuePosition = self.jResurrectionQueue.index(victim)
#TODO use language files
self.tellPlayerWhatTheirResurrectionQueuePositionIs(victim,queuePositionP=queuePosition)
elif teamsSurvivors < 0: GEUtil.Msg("ERROR:OnPlayerKilled():teamsSurvivors < 0: = " + str(teamsSurvivors))
def OnCaptureAreaSpawned( self, area ):
areasTeam = area.GetTeamNumber()
location = area.GetAbsOrigin()
#Recusrive Function Call Loop:
#If the area has spawned at an enemy resurrection area's location respawn it and exit this function call
#because this function will be called again when the area respawns and should only execute statements
#after the respawn IF block, when it is called for an area which has an acceptable location.
if areasTeam == GEGlobal.TEAM_MI6 and location in self.jAreaLocations or areasTeam == GEGlobal.TEAM_JANUS and location in self.mAreaLocations:
self.respawnResurrectionEntity(area.GetGroupName(),areasTeam)
return
colour = None
if area.GetTeamNumber() == GEGlobal.TEAM_MI6:
self.mAreaLocations.append(location)
colour = self.COLOR_MI6_RADAR
else:
self.jAreaLocations.append(location)
colour = self.COLOR_JANUS_RADAR
self.radar.AddRadarContact(area,GEGlobal.RADAR_TYPE_OBJECTIVE,True,"sprites/hud/radar/capture_point",colour)
self.radar.SetupObjective(area,area.GetTeamNumber(),"", "",colour, 0, False )
def OnCaptureAreaEntered( self, area, player, token ):
if area.GetTeamNumber() == player.GetTeamNumber():
areasTeam = area.GetTeamNumber()
#Add player to area's user list, creating if it hasn't been created already
self.resurrectionAreaUserLists[area.GetGroupName()].append(player)
#Create & configure resurrection timer & Give it the area's name and team
resurrectionTimer = self.timerTracker.CreateTimer(str(areasTeam) + "," + area.GetGroupName())
resurrectionTimer.SetUpdateCallback(self.ResurrectionTimerTick,1.0)
resurrectionTimer.SetAgeRate(1.0,0)
#Create a resurrection progress bar on the player's screen TODO: use language files
GEUtil.InitHudProgressBar(player,self.ResurrectionPBIndex, "Resurrecting Team Mate...", GEGlobal.HUDPB_SHOWVALUE, self.resurrectionTime, self.ResurrectionPBX, self.ResurrectionPBY, 120, 16, GEUtil.CColor( 220, 220, 220, 240 ) )
#Start the resurrection timer
resurrectionTimer.Start(self.resurrectionTime,False)
def OnCaptureAreaExited( self, area, player ):
areasTeam = area.GetTeamNumber()
areasName = area.GetGroupName()
if areasTeam == player.GetTeamNumber():
#Remove player from the area's user list
self.resurrectionAreaUserLists[areasName].remove(player)
#Remove the resurrection progress progress bar from the player's screen
GEUtil.RemoveHudProgressBar(player,self.ResurrectionPBIndex)
def ResurrectionTimerTick( self, timer, update_type ):
areasID = timer.GetName()[2:]
#Area still in use?
if update_type != Timer.UPDATE_STOP and self.areaInUse(areasID):
#Update each user's resurrection progress GUI
for areaUser in self.resurrectionAreaUserLists[areasID]:
if update_type == Timer.UPDATE_FINISH:
GEUtil.RemoveHudProgressBar(areaUser,self.ResurrectionPBIndex)
else:
GEUtil.UpdateHudProgressBar(areaUser,self.ResurrectionPBIndex,int(timer.GetCurrentTime()))
if update_type == Timer.UPDATE_FINISH:
#Get area's team
areasTeam = int(timer.GetName()[0])
teamString = self.getTeamString(areasTeam)
#Delete the resurrection area
self.deleteResurrectionArea(areasID,areasTeam)
#Choose player to be resurrected.
resurrectedPlayer = None
if areasTeam == GEGlobal.TEAM_MI6 and len(self.mResurrectionQueue) != 0: resurrectedPlayer = self.mResurrectionQueue.pop(0)
elif len(self.jResurrectionQueue) != 0: resurrectedPlayer = self.jResurrectionQueue.pop(0)
#If for some reason there is no player to resurrect, don't resurrect anyone.
if resurrectedPlayer != None:
#Resurrect player and respond to their resurrection
self.resurrectPlayer(resurrectedPlayer)
#Update player bounty
self.increaseTeamBounty(areasTeam)
#Update resurrection queue progress bars for team mates
self.resurrectionQueueUpdateNotify(areasTeam)
if self.playerNotBot(resurrectedPlayer):
#Remove resurrected player's resurrection queue progress bar
GEUtil.RemoveHudProgressBar(resurrectedPlayer,self.ResurrectionPBIndex)
#Emit player resurrected event
GEUtil.EmitGameplayEvent("DieAnotherDay_resurrection", "%s" % resurrectedPlayer.GetName(),"%s" % teamString)
#Announce event in console
GEUtil.Msg("A " + teamString + " player has been resurrected: " + resurrectedPlayer.GetName())
#Announce resurrection
GEUtil.ClientPrint(None, GEGlobal.HUD_PRINTTALK,"A " + teamString + " player has been resurrected.")
#If there are now no eliminated players, allow new players to join without needing
#to be spawned by their team mates.
numberOfMPlayers = GEMPGameRules.GetNumInRoundTeamPlayers(GEGlobal.TEAM_MI6)
numberOfJPlayers = GEMPGameRules.GetNumInRoundTeamPlayers(GEGlobal.TEAM_JANUS)
if numberOfMPlayers == self.mi6Bounty and numberOfJPlayers == self.janusBounty: self.eliminatedSpectators = False
#Activated if the timer hasn't expired in this tick and it's area no longer has users:
elif update_type != Timer.UPDATE_STOP:
timer.Stop()
def resurrectionQueueUpdateNotify(self,team):
resurrectionQueue = None
if(team == GEGlobal.TEAM_MI6): resurrectionQueue = self.mResurrectionQueue
else: resurrectionQueue = self.jResurrectionQueue
for player in resurrectionQueue:
if self.playerNotBot(player):
self.tellPlayerWhatTheirResurrectionQueuePositionIs(player,queueP=resurrectionQueue)
def tellPlayerWhatTheirResurrectionQueuePositionIs(self,player,queueP=None,queuePositionP=None):
if queuePositionP == None and queueP != None: queuePositionP = queueP.index(player)
if queuePositionP != None :
#TODO use language files
GEUtil.ClientPrint(player,GEGlobal.HUD_PRINTCONSOLE,"Team mates who will be resurrected before you = ")
GEUtil.PopupMessage(player, "You've Been Eliminated", "Team mates who will be resurrected before you = " + str(queuePositionP))
def playerNotBot(self,player):
return player.__class__.__name__ != "CGEBotPlayer"
def resurrectPlayer(self,player):
self.pltracker.SetValue(player,self.TR_ELIMINATED,False)
def getTeamsRadarColor(self,teamNumber):
if teamNumber == GEGlobal.TEAM_MI6: return self.COLOR_MI6_RADAR
else: return self.COLOR_JANUS_RADAR
def OnThink( self ):
if GEMPGameRules.GetNumActivePlayers() < 2:
self.waitingForPlayers = True
return
if self.waitingForPlayers:
self.waitingForPlayers = False
GEUtil.HudMessage( None, "#GES_GP_GETREADY", -1, -1, GEUtil.CColor( 255, 255, 255, 255 ), 2.5 )
GEMPGameRules.EndRound( False )
#Check to see if the round is over!:
#check to see if each team has a player...
inPlayMPlayers = []
inPlayJPlayers = []
for i in range( 32 ):
if not GEPlayer.IsValidPlayerIndex( i ):
continue
player = GEPlayer.GetMPPlayer( i )
if self.IsInPlay( player ):
if player.GetTeamNumber() == GEGlobal.TEAM_MI6:
inPlayMPlayers.append( player )
elif player.GetTeamNumber() == GEGlobal.TEAM_JANUS:
inPlayJPlayers.append( player )
numMI6Players = len(inPlayMPlayers)
numJanusPlayers = len(inPlayJPlayers)
if numMI6Players == 0 and numJanusPlayers == 0: GEMPGameRules.EndRound()
elif numMI6Players == 0 and numJanusPlayers > 0: self.teamWins(GEGlobal.TEAM_JANUS)
elif numMI6Players > 0 and numJanusPlayers == 0: self.teamWins(GEGlobal.TEAM_MI6)
def teamWins(self,teamNumber):
team = GEMPGameRules.GetTeam(teamNumber)
team.IncrementMatchScore( 5 )
GEMPGameRules.SetTeamWinner(team)
GEMPGameRules.EndRound()
def CanPlayerRespawn( self, player ):
if self.isEliminatedPlayer(player):
player.SetScoreBoardColor( GEGlobal.SB_COLOR_ELIMINATED )
return False
player.SetScoreBoardColor( GEGlobal.SB_COLOR_NORMAL )
return True
def InitializePlayerBounty( self ):
if self.mi6Bounty == 0 and self.janusBounty == 0:
self.mi6Bounty = GEMPGameRules.GetNumInRoundTeamPlayers(GEGlobal.TEAM_MI6)
self.janusBounty = GEMPGameRules.GetNumInRoundTeamPlayers(GEGlobal.TEAM_JANUS)
GEUtil.InitHudProgressBar(None,self.MBountyPBIndex,"MI6: ",GEGlobal.HUDPB_SHOWVALUE, self.mi6Bounty, self.MBountyPBX,self.MBountyPBY, 0, 10, self.MBountyFontColour)
GEUtil.InitHudProgressBar(None,self.JBountyPBIndex,"Janus: ",GEGlobal.HUDPB_SHOWVALUE, self.janusBounty, self.JBountyPBX,self.JBountyPBY, 0, 10,self.JBountyFontColour)
def updateTeamsMaxPlayers(self,team):
numberOfPlayersInTeam = GEMPGameRules.GetNumInRoundTeamPlayers(team)
if team == GEGlobal.TEAM_MI6:
GEUtil.RemoveHudProgressBar(None,self.MBountyPBIndex)
GEUtil.InitHudProgressBar(None, self.MBountyPBIndex,"MI6: ", GEGlobal.HUDPB_SHOWVALUE,numberOfPlayersInTeam, self.MBountyPBX,self.MBountyPBY, 0, 10, self.MBountyFontColour)
else:
GEUtil.RemoveHudProgressBar(None,self.JBountyPBIndex)
GEUtil.InitHudProgressBar(None,self.JBountyPBIndex,"Janus: ", GEGlobal.HUDPB_SHOWVALUE,numberOfPlayersInTeam, self.JBountyPBX,self.JBountyPBY, 0, 10,self.JBountyFontColour)
def decreaseTeamBounty(self,team):
if team == GEGlobal.TEAM_JANUS: self.janusBounty -= 1
else: self.mi6Bounty -= 1
self.updateDisplayedBounties()
def increaseTeamBounty(self,team):
if team == GEGlobal.TEAM_JANUS: self.janusBounty += 1
else: self.mi6Bounty += 1
self.updateDisplayedBounties()
def updateDisplayedBounties(self):
GEUtil.UpdateHudProgressBar(None,self.JBountyPBIndex,self.janusBounty)
GEUtil.UpdateHudProgressBar(None,self.MBountyPBIndex,self.mi6Bounty)
def IsInPlay( self, player ):
return player.GetTeamNumber() is not GEGlobal.TEAM_SPECTATOR and self.pltracker.GetValue( player, self.TR_SPAWNED ) and not self.pltracker.GetValue( player, self.TR_ELIMINATED )
def GetTeamPlay(self):
return GEGlobal.TEAMPLAY_ALWAYS