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Methods:

-
<constructor>, associate_with_player(), cancel_multi_kill_timer(), get_icon(), get_last_player(), get_name(), get_spaz(), getactivity(), submit_kill()
+
<constructor>, associate_with_player(), cancel_multi_kill_timer(), get_icon(), get_last_player(), get_name(), getactivity(), submit_kill()

<constructor>

ba.PlayerRecord(name: str, name_full: str, player: ba.Player, stats: ba.Stats)

@@ -3717,12 +3717,6 @@ other players.

Return the player entry's name.

-
-

get_spaz()

-

get_spaz(self) -> Optional[ba.Actor]

- -

Return the player entry's spaz.

-

getactivity()

getactivity(self) -> Optional[ba.Activity]

@@ -4161,7 +4155,7 @@ session.set_activity(foo) and then ba.newnode

Methods:

-
<constructor>, get_records(), getactivity(), player_got_hit(), player_got_new_spaz(), player_lost_spaz(), player_scored(), register_player(), reset(), reset_accum(), set_activity()
+
<constructor>, get_records(), getactivity(), player_got_hit(), player_scored(), player_was_killed(), register_player(), reset(), reset_accum(), set_activity()

<constructor>

ba.Stats()

@@ -4186,18 +4180,6 @@ session.set_activity(foo) and then ba.newnode

Call this when a player got hit.

-
-

player_got_new_spaz()

-

player_got_new_spaz(self, player: ba.Player, spaz: ba.Actor) -> None

- -

Call this when a player gets a new Spaz.

- -
-

player_lost_spaz()

-

player_lost_spaz(self, player: ba.Player, killed: bool = False, killer: ba.Player = None) -> None

- -

Should be called when a player loses a spaz.

-

player_scored()

player_scored(self, player: ba.Player, base_points: int = 1, target: Sequence[float] = None, kill: bool = False, victim_player: ba.Player = None, scale: float = 1.0, color: Sequence[float] = None, title: Union[str, ba.Lstr] = None, screenmessage: bool = True, display: bool = True, importance: int = 1, showpoints: bool = True, big_message: bool = False) -> int

@@ -4206,6 +4188,12 @@ session.set_activity(foo) and then ba.newnode

Return value is actual score with multipliers and such factored in.

+
+

player_was_killed()

+

player_was_killed(self, player: ba.Player, killed: bool = False, killer: ba.Player = None) -> None

+ +

Should be called when a player is killed.

+

register_player()

register_player(self, player: ba.Player) -> None