weapons.constants module

Provides constant values that are weapons based.

class weapons.constants.ItemFlags(*values)[source]

Bases: IntFlag

Item flags wrapper enumerator.

DOHITLOCATIONDMG = 32
EXHAUSTIBLE = 16
LIMITINWORLD = 8
NOAMMOPICKUPS = 64
NOAUTORELOAD = 2
NOAUTOSWITCHEMPTY = 4
NOITEMPICKUP = 128
SELECTONEMPTY = 1
class weapons.constants.MuzzleFlashStyle(*values)

Bases: IntEnum

NONE = -1
NORMAL = 0
SPECIAL = 1
class weapons.constants.WeaponID(*values)

Bases: IntEnum

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

Bases: 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 = {'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}
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(*values)

Bases: IntEnum

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

Bases: 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 = {'BURST': _weapons._constants.WeaponSound.BURST, 'DOUBLE': _weapons._constants.WeaponSound.DOUBLE, 'DOUBLE_NPC': _weapons._constants.WeaponSound.DOUBLE_NPC, 'EMPTY': _weapons._constants.WeaponSound.EMPTY, '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}
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(*values)[source]

Bases: IntEnum

Weapon states wrapper enumerator.

IS_ACTIVE = 2
IS_CARRIED_BY_PLAYER = 1
NOT_CARRIED = 0
class weapons.constants.WeaponType(*values)

Bases: IntEnum

EXPLOSIVE = 7
GRENADE = 8
KNIFE = 0
MACHINEGUN = 6
PISTOL = 1
RIFLE = 3
SHOTGUN = 4
SMG = 2
SNIPER = 5