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Sep 26th, 2017
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  1. // Doesn't this look nice?
  2. return Py_BuildValue("{s:i,s:i,s:i,s:i,s:I,s:I,s:f,s:i,s:i,s:i,s:i,s:i,s:f,s:i,s:f,s:i,s:i,s:l,s:i,s:i,s:i,s:i,s:i,s:i,s:i,s:I,s:I,s:i,s:i,s:f,s:i,s:i,s:s,s:i,s:i,s:i,s:f,s:f,s:i,s:i,s:i,s:i,s:i,s:i,s:f}", //45
  3. "AlliesKilled", p->AlliesKilled, //1
  4. "ArmHit", p->ArmHit, //2
  5. "ArmShots", p->ArmShots, //3
  6. "BuildingDestroyed", p->BuildingDestroyed, //4
  7. "ClientUpdateFrequency", p->ClientUpdateFrequency, //5
  8. "CreationTime", p->CreationTime, //6
  9. "CreditGrant", p->CreditGrant, //7
  10. "CrotchHit", p->CrotchHit, //8
  11. "CrotchShots", p->CrotchShots, //9
  12. "DamageScaleFactor", p->DamageScaleFactor, //10
  13. "Deaths", p->Deaths.Get(), //11
  14. "EnemiesKilled", p->EnemiesKilled, //12
  15. "FinalHealth", p->FinalHealth, //13
  16. "Fps", p->Fps, //14
  17. "GameTime", p->GameTime, //15
  18. "HeadHit", p->HeadHit, //16
  19. "HeadShots", p->HeadShots, //17
  20. "IpAddress", (long)p->IpAddress, //18
  21. "IsActive", p->IsActive, //19
  22. "IsHuman", p->IsHuman, //20
  23. "IsInGame", p->IsInGame, //21
  24. "IsWaitingForIntermission", p->IsWaitingForIntermission, //22
  25. "JoinTime", p->JoinTime, //23
  26. "Kills", p->Kills.Get(), //24
  27. "KillsFromVehicle", p->KillsFromVehicle, //25
  28. "LastDamaged", p->LastDamaged, //26
  29. "LastDamager", p->LastDamager, //27
  30. "LegHit", p->LegHit, //28
  31. "LegShots", p->LegShots, //29
  32. "Money", p->Money.Get(), //30
  33. "Ping", p->Ping, //31
  34. "PlayerId", p->PlayerId, //32
  35. "Playername", playername, //33
  36. "PlayerType", p->PlayerType.Get(), //34
  37. "PowerupsCollected", p->PowerupsCollected, //35
  38. "Rung", p->Rung.Get(), //36
  39. "Score", p->Score.Get(), //37
  40. "SessionTime", p->SessionTime, //38
  41. "ShotsFired", p->ShotsFired, //39
  42. "Squishes", p->Squishes, //40
  43. "TorsoHit", p->TorsoHit, //41
  44. "TorsoShots", p->TorsoShots, //42
  45. "TotalTime", p->TotalTime, //43
  46. "VehiclesDestroyed", p->VehiclesDestroyed, //44
  47. "VehicleTime", p->VehicleTime); //45 */
  48. }
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