weapons.constants module

Provides constant values that are weapons based.

class weapons.constants.ItemFlags[source]

Bases: enum.IntFlag

Item flags wrapper enumerator.

DOHITLOCATIONDMG = <ItemFlags.DOHITLOCATIONDMG: 32>
EXHAUSTIBLE = <ItemFlags.EXHAUSTIBLE: 16>
LIMITINWORLD = <ItemFlags.LIMITINWORLD: 8>
NOAMMOPICKUPS = <ItemFlags.NOAMMOPICKUPS: 64>
NOAUTORELOAD = <ItemFlags.NOAUTORELOAD: 2>
NOAUTOSWITCHEMPTY = <ItemFlags.NOAUTOSWITCHEMPTY: 4>
NOITEMPICKUP = <ItemFlags.NOITEMPICKUP: 128>
SELECTONEMPTY = <ItemFlags.SELECTONEMPTY: 1>
class weapons.constants.MuzzleFlashStyle

Bases: enum.IntEnum

An enumeration.

NONE = <MuzzleFlashStyle.NONE: -1>
NORMAL = <MuzzleFlashStyle.NORMAL: 0>
SPECIAL = <MuzzleFlashStyle.SPECIAL: 1>
class weapons.constants.WeaponID

Bases: enum.IntEnum

An enumeration.

AK47 = <WeaponID.AK47: 27>
ASSAULTSUIT = <WeaponID.ASSAULTSUIT: 32>
AUG = <WeaponID.AUG: 8>
AWP = <WeaponID.AWP: 17>
C4 = <WeaponID.C4: 6>
DEAGLE = <WeaponID.DEAGLE: 25>
ELITE = <WeaponID.ELITE: 10>
FAMAS = <WeaponID.FAMAS: 15>
FIVESEVEN = <WeaponID.FIVESEVEN: 11>
FLASHBANG = <WeaponID.FLASHBANG: 24>
G3SG1 = <WeaponID.G3SG1: 23>
GALIL = <WeaponID.GALIL: 14>
GLOCK = <WeaponID.GLOCK: 2>
HEGRENADE = <WeaponID.HEGRENADE: 4>
KEVLAR = <WeaponID.KEVLAR: 31>
KNIFE = <WeaponID.KNIFE: 28>
M249 = <WeaponID.M249: 19>
M3 = <WeaponID.M3: 20>
M4A1 = <WeaponID.M4A1: 21>
MAC10 = <WeaponID.MAC10: 7>
MP5NAVY = <WeaponID.MP5NAVY: 18>
NIGHTVISION = <WeaponID.NIGHTVISION: 33>
NONE = <WeaponID.NONE: 0>
P228 = <WeaponID.P228: 1>
P90 = <WeaponID.P90: 29>
SCOUT = <WeaponID.SCOUT: 3>
SG550 = <WeaponID.SG550: 13>
SG552 = <WeaponID.SG552: 26>
SHIELD = <WeaponID.SHIELD: 30>
SMOKEGRENADE = <WeaponID.SMOKEGRENADE: 9>
TMP = <WeaponID.TMP: 22>
UMP45 = <WeaponID.UMP45: 12>
USP = <WeaponID.USP: 16>
XM1014 = <WeaponID.XM1014: 5>
class weapons.constants.WeaponProficiency

Bases: Boost.Python.enum

AVERAGE = _weapons._constants.WeaponProficiency.AVERAGE
GOOD = _weapons._constants.WeaponProficiency.GOOD
PERFECT = _weapons._constants.WeaponProficiency.PERFECT
POOR = _weapons._constants.WeaponProficiency.POOR
VERY_GOOD = _weapons._constants.WeaponProficiency.VERY_GOOD
names = {'POOR': _weapons._constants.WeaponProficiency.POOR, 'AVERAGE': _weapons._constants.WeaponProficiency.AVERAGE, 'GOOD': _weapons._constants.WeaponProficiency.GOOD, 'VERY_GOOD': _weapons._constants.WeaponProficiency.VERY_GOOD, 'PERFECT': _weapons._constants.WeaponProficiency.PERFECT}
values = {0: _weapons._constants.WeaponProficiency.POOR, 1: _weapons._constants.WeaponProficiency.AVERAGE, 2: _weapons._constants.WeaponProficiency.GOOD, 3: _weapons._constants.WeaponProficiency.VERY_GOOD, 4: _weapons._constants.WeaponProficiency.PERFECT}
class weapons.constants.WeaponSlot

Bases: enum.IntEnum

An enumeration.

C4 = <WeaponSlot.C4: 4>
GRENADE = <WeaponSlot.GRENADE: 3>
KNIFE = <WeaponSlot.KNIFE: 2>
PRIMARY = <WeaponSlot.PRIMARY: 0>
SECONDARY = <WeaponSlot.SECONDARY: 1>
class weapons.constants.WeaponSound

Bases: Boost.Python.enum

BURST = _weapons._constants.WeaponSound.BURST
DOUBLE = _weapons._constants.WeaponSound.DOUBLE
DOUBLE_NPC = _weapons._constants.WeaponSound.DOUBLE_NPC
EMPTY = _weapons._constants.WeaponSound.EMPTY
FAST_RELOAD = None
MELEE_HIT = _weapons._constants.WeaponSound.MELEE_HIT
MELEE_HIT_WORLD = _weapons._constants.WeaponSound.MELEE_HIT_WORLD
MELEE_MISS = _weapons._constants.WeaponSound.MELEE_MISS
RELOAD = _weapons._constants.WeaponSound.RELOAD
RELOAD_NPC = _weapons._constants.WeaponSound.RELOAD_NPC
SINGLE = _weapons._constants.WeaponSound.SINGLE
SINGLE_NPC = _weapons._constants.WeaponSound.SINGLE_NPC
SPECIAL1 = _weapons._constants.WeaponSound.SPECIAL1
SPECIAL2 = _weapons._constants.WeaponSound.SPECIAL2
SPECIAL3 = _weapons._constants.WeaponSound.SPECIAL3
TAUNT = _weapons._constants.WeaponSound.TAUNT
names = {'EMPTY': _weapons._constants.WeaponSound.EMPTY, 'SINGLE': _weapons._constants.WeaponSound.SINGLE, 'SINGLE_NPC': _weapons._constants.WeaponSound.SINGLE_NPC, 'DOUBLE': _weapons._constants.WeaponSound.DOUBLE, 'DOUBLE_NPC': _weapons._constants.WeaponSound.DOUBLE_NPC, 'BURST': _weapons._constants.WeaponSound.BURST, 'RELOAD': _weapons._constants.WeaponSound.RELOAD, 'RELOAD_NPC': _weapons._constants.WeaponSound.RELOAD_NPC, 'MELEE_MISS': _weapons._constants.WeaponSound.MELEE_MISS, 'MELEE_HIT': _weapons._constants.WeaponSound.MELEE_HIT, 'MELEE_HIT_WORLD': _weapons._constants.WeaponSound.MELEE_HIT_WORLD, 'SPECIAL1': _weapons._constants.WeaponSound.SPECIAL1, 'SPECIAL2': _weapons._constants.WeaponSound.SPECIAL2, 'SPECIAL3': _weapons._constants.WeaponSound.SPECIAL3, 'TAUNT': _weapons._constants.WeaponSound.TAUNT}
values = {0: _weapons._constants.WeaponSound.EMPTY, 1: _weapons._constants.WeaponSound.SINGLE, 2: _weapons._constants.WeaponSound.SINGLE_NPC, 3: _weapons._constants.WeaponSound.DOUBLE, 4: _weapons._constants.WeaponSound.DOUBLE_NPC, 5: _weapons._constants.WeaponSound.BURST, 6: _weapons._constants.WeaponSound.RELOAD, 7: _weapons._constants.WeaponSound.RELOAD_NPC, 8: _weapons._constants.WeaponSound.MELEE_MISS, 9: _weapons._constants.WeaponSound.MELEE_HIT, 10: _weapons._constants.WeaponSound.MELEE_HIT_WORLD, 11: _weapons._constants.WeaponSound.SPECIAL1, 12: _weapons._constants.WeaponSound.SPECIAL2, 13: _weapons._constants.WeaponSound.SPECIAL3, 14: _weapons._constants.WeaponSound.TAUNT}
class weapons.constants.WeaponState[source]

Bases: enum.IntEnum

Weapon states wrapper enumerator.

IS_ACTIVE = <WeaponState.IS_ACTIVE: 2>
IS_CARRIED_BY_PLAYER = <WeaponState.IS_CARRIED_BY_PLAYER: 1>
NOT_CARRIED = <WeaponState.NOT_CARRIED: 0>
class weapons.constants.WeaponType

Bases: enum.IntEnum

An enumeration.

EXPLOSIVE = <WeaponType.EXPLOSIVE: 7>
GRENADE = <WeaponType.GRENADE: 8>
KNIFE = <WeaponType.KNIFE: 0>
MACHINEGUN = <WeaponType.MACHINEGUN: 6>
PISTOL = <WeaponType.PISTOL: 1>
RIFLE = <WeaponType.RIFLE: 3>
SHOTGUN = <WeaponType.SHOTGUN: 4>
SMG = <WeaponType.SMG: 2>
SNIPER = <WeaponType.SNIPER: 5>