weapons.constants module¶
Provides constant values that are weapons based.
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class
weapons.constants.
ItemFlags
[source]¶ Bases:
enum.IntFlag
Item flags wrapper enumerator.
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DOHITLOCATIONDMG
= <ItemFlags.DOHITLOCATIONDMG: 32>¶
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EXHAUSTIBLE
= <ItemFlags.EXHAUSTIBLE: 16>¶
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LIMITINWORLD
= <ItemFlags.LIMITINWORLD: 8>¶
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NOAMMOPICKUPS
= <ItemFlags.NOAMMOPICKUPS: 64>¶
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NOAUTORELOAD
= <ItemFlags.NOAUTORELOAD: 2>¶
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NOAUTOSWITCHEMPTY
= <ItemFlags.NOAUTOSWITCHEMPTY: 4>¶
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NOITEMPICKUP
= <ItemFlags.NOITEMPICKUP: 128>¶
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SELECTONEMPTY
= <ItemFlags.SELECTONEMPTY: 1>¶
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class
weapons.constants.
MuzzleFlashStyle
¶ Bases:
enum.IntEnum
An enumeration.
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NONE
= <MuzzleFlashStyle.NONE: -1>¶
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NORMAL
= <MuzzleFlashStyle.NORMAL: 0>¶
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SPECIAL
= <MuzzleFlashStyle.SPECIAL: 1>¶
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class
weapons.constants.
WeaponID
¶ Bases:
enum.IntEnum
An enumeration.
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AK47
= <WeaponID.AK47: 27>¶
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ASSAULTSUIT
= <WeaponID.ASSAULTSUIT: 32>¶
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AUG
= <WeaponID.AUG: 8>¶
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AWP
= <WeaponID.AWP: 17>¶
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C4
= <WeaponID.C4: 6>¶
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DEAGLE
= <WeaponID.DEAGLE: 25>¶
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ELITE
= <WeaponID.ELITE: 10>¶
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FAMAS
= <WeaponID.FAMAS: 15>¶
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FIVESEVEN
= <WeaponID.FIVESEVEN: 11>¶
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FLASHBANG
= <WeaponID.FLASHBANG: 24>¶
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G3SG1
= <WeaponID.G3SG1: 23>¶
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GALIL
= <WeaponID.GALIL: 14>¶
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GLOCK
= <WeaponID.GLOCK: 2>¶
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HEGRENADE
= <WeaponID.HEGRENADE: 4>¶
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KEVLAR
= <WeaponID.KEVLAR: 31>¶
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KNIFE
= <WeaponID.KNIFE: 28>¶
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M249
= <WeaponID.M249: 19>¶
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M3
= <WeaponID.M3: 20>¶
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M4A1
= <WeaponID.M4A1: 21>¶
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MAC10
= <WeaponID.MAC10: 7>¶
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MP5NAVY
= <WeaponID.MP5NAVY: 18>¶
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NIGHTVISION
= <WeaponID.NIGHTVISION: 33>¶
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NONE
= <WeaponID.NONE: 0>¶
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P228
= <WeaponID.P228: 1>¶
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P90
= <WeaponID.P90: 29>¶
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SCOUT
= <WeaponID.SCOUT: 3>¶
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SG550
= <WeaponID.SG550: 13>¶
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SG552
= <WeaponID.SG552: 26>¶
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SHIELD
= <WeaponID.SHIELD: 30>¶
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SMOKEGRENADE
= <WeaponID.SMOKEGRENADE: 9>¶
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TMP
= <WeaponID.TMP: 22>¶
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UMP45
= <WeaponID.UMP45: 12>¶
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USP
= <WeaponID.USP: 16>¶
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XM1014
= <WeaponID.XM1014: 5>¶
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class
weapons.constants.
WeaponProficiency
¶ Bases:
Boost.Python.enum
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AVERAGE
= _weapons._constants.WeaponProficiency.AVERAGE¶
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GOOD
= _weapons._constants.WeaponProficiency.GOOD¶
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PERFECT
= _weapons._constants.WeaponProficiency.PERFECT¶
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POOR
= _weapons._constants.WeaponProficiency.POOR¶
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VERY_GOOD
= _weapons._constants.WeaponProficiency.VERY_GOOD¶
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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}¶
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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}¶
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class
weapons.constants.
WeaponSlot
¶ Bases:
enum.IntEnum
An enumeration.
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C4
= <WeaponSlot.C4: 4>¶
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GRENADE
= <WeaponSlot.GRENADE: 3>¶
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KNIFE
= <WeaponSlot.KNIFE: 2>¶
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PRIMARY
= <WeaponSlot.PRIMARY: 0>¶
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SECONDARY
= <WeaponSlot.SECONDARY: 1>¶
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class
weapons.constants.
WeaponSound
¶ Bases:
Boost.Python.enum
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BURST
= _weapons._constants.WeaponSound.BURST¶
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DOUBLE
= _weapons._constants.WeaponSound.DOUBLE¶
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DOUBLE_NPC
= _weapons._constants.WeaponSound.DOUBLE_NPC¶
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EMPTY
= _weapons._constants.WeaponSound.EMPTY¶
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FAST_RELOAD
= None¶
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MELEE_HIT
= _weapons._constants.WeaponSound.MELEE_HIT¶
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MELEE_HIT_WORLD
= _weapons._constants.WeaponSound.MELEE_HIT_WORLD¶
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MELEE_MISS
= _weapons._constants.WeaponSound.MELEE_MISS¶
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RELOAD
= _weapons._constants.WeaponSound.RELOAD¶
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RELOAD_NPC
= _weapons._constants.WeaponSound.RELOAD_NPC¶
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SINGLE
= _weapons._constants.WeaponSound.SINGLE¶
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SINGLE_NPC
= _weapons._constants.WeaponSound.SINGLE_NPC¶
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SPECIAL1
= _weapons._constants.WeaponSound.SPECIAL1¶
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SPECIAL2
= _weapons._constants.WeaponSound.SPECIAL2¶
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SPECIAL3
= _weapons._constants.WeaponSound.SPECIAL3¶
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TAUNT
= _weapons._constants.WeaponSound.TAUNT¶
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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}¶
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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}¶
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class
weapons.constants.
WeaponState
[source]¶ Bases:
enum.IntEnum
Weapon states wrapper enumerator.
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IS_ACTIVE
= <WeaponState.IS_ACTIVE: 2>¶
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IS_CARRIED_BY_PLAYER
= <WeaponState.IS_CARRIED_BY_PLAYER: 1>¶
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NOT_CARRIED
= <WeaponState.NOT_CARRIED: 0>¶
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class
weapons.constants.
WeaponType
¶ Bases:
enum.IntEnum
An enumeration.
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EXPLOSIVE
= <WeaponType.EXPLOSIVE: 7>¶
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GRENADE
= <WeaponType.GRENADE: 8>¶
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KNIFE
= <WeaponType.KNIFE: 0>¶
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MACHINEGUN
= <WeaponType.MACHINEGUN: 6>¶
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PISTOL
= <WeaponType.PISTOL: 1>¶
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RIFLE
= <WeaponType.RIFLE: 3>¶
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SHOTGUN
= <WeaponType.SHOTGUN: 4>¶
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SMG
= <WeaponType.SMG: 2>¶
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SNIPER
= <WeaponType.SNIPER: 5>¶
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