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}¶