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Exploring the Excitement of Tennis W15 Phan Thiet, Vietnam

The Tennis W15 Phan Thiet tournament in Vietnam is a thrilling event that draws attention from tennis enthusiasts and bettors alike. This competition, part of the Women's Tennis Association (WTA) Tour, showcases emerging talent and offers a platform for players to make their mark on the international stage. With matches updated daily, fans are treated to fresh action and expert betting predictions that add an extra layer of excitement to the tournament.

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Phan Thiet, known for its picturesque landscapes and vibrant culture, provides a stunning backdrop for this prestigious tennis event. The city's charm and hospitality create an inviting atmosphere for both players and spectators, making it a favorite destination for tennis fans around the world.

Understanding the Tournament Structure

The W15 Phan Thiet tournament features a mix of singles and doubles matches, with players competing across various rounds to claim victory. The structure is designed to provide ample opportunities for athletes to showcase their skills and progress through the ranks. As matches are updated daily, fans can follow the action closely and stay informed about upcoming games.

  • Singles Competition: A series of knockout rounds where players vie for the top spot.
  • Doubles Competition: Teams compete in pairs, adding a dynamic element to the tournament.
  • Daily Updates: Match schedules are refreshed regularly, ensuring fans have access to the latest information.

Betting Predictions: Adding Thrills to the Matches

Betting predictions play a significant role in enhancing the excitement of the W15 Phan Thiet tournament. Expert analysts provide insights into player performances, match outcomes, and potential upsets. These predictions not only engage fans but also offer strategic opportunities for those interested in sports betting.

  • Expert Analysis: Analysts leverage data-driven insights to predict match outcomes accurately.
  • Player Performance: Detailed evaluations of player strengths and weaknesses inform betting odds.
  • Potential Upsets: Identifying underdog victories adds an unpredictable twist to betting strategies.

The Role of Emerging Talent

The W15 Phan Thiet serves as a launching pad for emerging tennis talents. Players at this level have the opportunity to gain valuable experience against seasoned competitors. This exposure is crucial for their development and can significantly impact their future careers on larger stages like Grand Slam tournaments.

  • New Faces: The tournament introduces new talents who may become future stars in women's tennis.
  • Career Development: Competing against established players helps young athletes hone their skills.
  • Mentorship Opportunities: Interactions with experienced players provide learning opportunities beyond matches.

Cultural Experience in Phan Thiet

Beyond tennis, Phan Thiet offers a rich cultural experience that enhances the overall enjoyment of attending or following the tournament. Visitors can explore local attractions, indulge in regional cuisine, and immerse themselves in Vietnamese traditions. This cultural immersion adds depth to the sporting event, making it more than just about tennis.

  • Tourist Attractions: Explore historical sites like Cham Towers and enjoy scenic views at Xuan Son Beach.
  • Culinary Delights: Savor local dishes such as seafood hotpot (canh chua ca) and coconut pancakes (banh khoai).
  • Cultural Events: Participate in traditional festivals or visit local markets to experience Vietnamese culture firsthand.

Tips for Following Live Matches

To fully enjoy live matches at W15 Phan Thiet, consider these tips: arrive early to secure good seats or find optimal viewing spots; bring essentials like sunscreen and water; use official apps or websites for real-time updates; engage with fellow fans on social media platforms; respect local customs when interacting with locals; take breaks between matches to explore nearby attractions; capture memorable moments with photos or videos; stay informed about weather conditions; plan your schedule around match timings; be mindful of crowd etiquette during high-stakes games.

  • Arrive early for optimal seating/viewing spots
  • Bring essentials like sunscreen & water
  • Use official apps/websites for real-time updates
  • Engage with fellow fans on social media platforms
  • Show respect towards local customs/interactions
  • Take breaks between matches/exploring nearby attractions
  • Capture memorable moments/photos/videos!: I need help with code that process multiple JSON files containing SQuAD datasets extract questions using nested loops complex conditional logic [SNIPPET]<|end|> <|assistant|>: Sure! Let's dive into your code snippet: python def main(): args = parse_args() logging.basicConfig(format='%(asctime)s - %(levelname)s - %(name)s - %(message)s', datefmt='%m/%d/%Y %H:%M:%S', level=logging.INFO) logger = logging.getLogger(__name__) What specific part would you like me to focus on? Any particular functionality you're looking to add or modify? <|user|>: yes i want it handle dynamic addition/removal dataset file without manual change each time how do i do that<|end|> <|assistant|>: To handle dynamic addition/removal of dataset files without manual changes each time you'll need some form of monitoring mechanism along with updating your list dynamically. Here’s how you could modify your code: 1. Use `watchdog` library which monitors file system events. 2. Update your `dataset_files` list dynamically whenever there's an addition/removal. Firstly install watchdog: bash pip install watchdog Then update your code as follows: python from watchdog.observers import Observer from watchdog.events import FileSystemEventHandler class DatasetFileHandler(FileSystemEventHandler): def __init__(self): self.dataset_files = ['train-v1.1.json', 'dev-v1.1.json'] def on_created(self, event): if event.src_path.endswith('.json'): self.dataset_files.append(os.path.basename(event.src_path)) print(f"Added {event.src_path} to dataset files") def on_deleted(self, event): if event.src_path.endswith('.json'): self.dataset_files.remove(os.path.basename(event.src_path)) print(f"Removed {event.src_path} from dataset files") def main(): args = parse_args() logging.basicConfig(format='%(asctime)s - %(levelname)s - %(name)s - %(message)s', datefmt='%m/%d/%Y %H:%M:%S', level=logging.INFO) logger = logging.getLogger(__name__) tokenizer = BertTokenizerFast.from_pretrained('bert-base-uncased') output_dir = args.output_dir if not os.path.exists(output_dir): os.makedirs(output_dir) handler_instance = DatasetFileHandler() observer = Observer() observer.schedule(handler_instance, path=args.data_dir, recursive=False) observer.start() try: while True: squad_files =[os.path.join(args.data_dir,filename) for filename in handler_instance.dataset_files] output_files =[os.path.join(output_dir,filename.replace('.json','.txt')) for filename in handler_instance.dataset_files] logger.info('Start processing files') # Your existing processing logic here... ... except KeyboardInterrupt: observer.stop() observer.join() This will monitor your `data-dir` directory continuously and update `dataset_files` list dynamically. <|user|>: looks good now i want advanced logging mechanism categorize logs based severity levels dynamically within nested loop any idea?<|end|> <|assistant|>: Certainly! You can implement advanced logging by defining custom log levels dynamically within your nested loops based on certain conditions. Here’s how you might achieve this: python import logging # Define custom log levels if needed (optional) CUSTOM_LOG_LEVELS = { "TRACE": (5,), } logging.addLevelName(CUSTOM_LOG_LEVELS["TRACE"][0], "TRACE") def trace(self, message): if self.isEnabledFor(CUSTOM_LOG_LEVELS["TRACE"][0]): self._log(CUSTOM_LOG_LEVELS["TRACE"][0], message) logging.Logger.trace=trace def main(): args=parse_args() logging.basicConfig(format='%(asctime)s - %(levelname)s - %(name)s - %(message)s', datefmt='%m/%d/%Y %H:%M:%S', level=logging.INFO) logger=logging.getLogger(__name__) logger.setLevel(logging.DEBUG) # Set base level tokenizer=BertTokenizerFast.from_pretrained('bert-base-uncased') output_dir=args.output_dir if not os.path.exists(output_dir): os.makedirs(output_dir) handler_instance=DatasetFileHandler() observer=Observer() observer.schedule(handler_instance,path=args.data_dir ,recursive=False) observer.start() try: while True: squad_files=[os.path.join(args.data_dir,filename) for filename in handler_instance.dataset_files] output_files=[os.path.join(output_dir,filename.replace('.json','.txt')) for filename in handler_instance.dataset_files] logger.info('Start processing files') # Example Nested Loop with Advanced Logging Mechanism Based on Severity Levels Dynamically total_num_examples_in_dataset=[] num_questions_per_file_dict={} file_idx=-1 # Iterate over all files (example outer loop) for file_idx , squad_file_name in enumerate(squad_files): logger.debug(f"Processing file index {file_idx}: {squad_file_name}") try: # Simulating some condition check within inner loop which determines log severity dynamically example_count=len(total_num_examples_in_dataset) if example_count >1000: log_level=logging.WARNING msg=f"High number of examples ({example_count}) detected." elif example_count >500: log_level=logging.INFO msg=f"Moderate number of examples ({example_count}) detected." else: log_level=logging.DEBUG msg=f"Low number of examples ({example_count}) detected." logger.log(log_level,msg) num_questions_per_file_dict[file_idx]=[] # Further nested loop logic... ... except Exception as e: logger.error(f"Error processing file {squad_file_name}: {e}") finally: pass except KeyboardInterrupt: observer.stop() observer.join() This way you have dynamic categorization based on conditions within nested loops. Would you like any further customization? function Initiate() { // Set up some initial variables g_OriginXOffset = GetDvarInt( "scr_origin_xoffset", 0 ); g_OriginYOffset = GetDvarInt( "scr_origin_yoffset", 0 ); g_OriginZOffset = GetDvarInt( "scr_origin_zoffset", 0 ); g_TeamColor = GetDvarString( "scr_teamcolor", "#FFF000" ); g_TeamIcon = GetDvarString( "scr_teamicon", "" ); g_PlayerColor = GetDvarString( "scr_playercolor", "#FF0000" ); g_PlayerIcon = GetDvarString( "scr_playericon", "" ); if ( !g_bInitialized ) { if ( IsDefined( g_sHUDInfo ) ) { Hud_AddCallback_Entities( g_sHUDInfo.callback_entities ); Hud_AddCallback_EntitiesEx( g_sHUDInfo.callback_entities_ex ); } Hud_AddCallback_EntitiesEx( &::Hud_SetupPlayerHudEntitiesEx ); Hud_AddCallback_EntitiesEx( &::Hud_SetupScoreboardEntitiesEx ); Hud_AddCallback_EntitiesEx( &::Hud_SetupScoreboardTeamHeaderEntitiesEx ); Hud_AddCallback_EntitiesEx( &::Hud_SetupScoreboardTeamMemberEntitiesEx ); // hint strings g_hintstrings[] = { "hintstring_generic", "hintstring_killed", "hintstring_killed_noammo", "hintstring_friendlyfire", "hintstring_friendlyfire_helmet", "hintstring_headshot", "hintstring_killstreakbonus", "hointstring_equipprimaryweapon", "hointstring_equipsecondaryweapon", "hointstring_equipmelee" }; g_hintstrings_generic[] = { "HINTSTRING_GENERIC_01", "HINTSTRING_GENERIC_02", "HINTSTRING_GENERIC_03" }; g_hintstrings_killed[] = { "HINTSTRING_KILLED_01", "HINTSTRING_KILLED_02" }; g_hintstrings_killed_noadrenalin[] = { "HINTSTRING_KILLED_NOADRENALIN_01" }; g_hintstrings_friendlyfire[] = { "HINTSTRING_FRIENDLYFIRE_01" }; g_hintstrings_friendlyfire_helmet[] = { "HINTSTRING_FRIENDLYFIRE_HELMET_01" }; g_hintstrings_headshot[] = { "HINTSTRING_HEADSHOT_01" }; g_hintstrings_killstreakbonus[] = { "HINTSTRING_KILLSTREAKBONUS_AIRSTRIKE", "HINTSTRING_KILLSTREAKBONUS_ARTILLERYBARRAGE", "HINTSTRING_KILLSTREAKBONUS_CLOAKEDTANK", "HINTSTRING_KILLSTREAKBONUS_COMBATDRONEAIROVERLOOKER", "HINTSTRING_KILLSTREAKBONUS_COMBATDRONEAIRSTRIKEASSISTANT", "HINTSTRING_KILLSTREAKBONUS_COMBATDRONEAIRSTRIKECHARGINGENGINEER", "HINTSTRING_KILLSTREAKBONUS_COMBATDRONECOMBATCARPETBLASTERJEEP","HINTSTRING_KILLSTREAKBONUS_COMBATDRONECOMBOGUNNERJEEP","HINTSTRING_KILLSTREAKBONUS_COMBATDRONEDOGFIGHTERJEEP","HINTSTRING_KILLSTREAKBONUS_COMBATDRONEMISSILELAUNCHERJEEP","HINTSTRING_KILLSTREAKBONUS_COMBATDRONESNIPERRANGERJEEP","HINTSTRING_KILLSTREAKBONUS_COMPANIONAIRSTRIKECOMPANION","HINTSTRING_KILLSTREAKBONUS_COMPANIONARTILLERYCOMPANION","HIFT_STRING_MK46SMG_AIM_ASSISTANCE_COVER_TEAMMATE_BULLET_DMG" }; g_hintsounds[][] = { "g_hintsound_generic_gunshot_female_casual_combat_music_loop_male_casual_combat_music_loop_male_casual_combat_music_loop_male_casual_combat_music_loop_male_casual_combat_music_loop_male_combat_casual_combat_music_loop_female_casual_combat_music_loop_female_casual_combat_music_loop_female_casual_combat_music_loop_female_mission_accomplished_cheer_dogfight_dogfight_dogfight_dogfight_dogfight_dogfight_drone_destroyed_drone_destroyed_drone_destroyed_drone_destroyed_drone_destroyed_drone_destroyed_explosion_explosion_explosion_explosion_explosion_explosion_fire_small_fire_small_fire_small_fire_small_fire_small_grenade_launcher_grenade_launcher_grenade_launcher_grenade_launcher_grenade_launcher_grenade_launcher_mortar_mortar_mortar_mortar_mortar_mortar_rocket_rocket_rocket_rocket_rocket_rocket_sniper_rifle_sniper_rifle_sniper_rifle_sniper_rifle_sniper_rifle_turret_turret_turret_turret_turret_turret_victory_cheer_victory_cheer_victory_cheer_victory_cheer_victory_cheer" , "g_hintsound_generic_shootout_wild_west_shootout_wild_west_shootout_wild_west_shootout_wild_west_shootout_wild_west_shootout_wild_west_shotgun_shotgun_shotgun_shotgun_shotgun_shotgun_thunderstorm_thunderstorm_thunderstorm_thunderstorm_thunderstorm_thunderstorm_wind_wind_wind_wind_wind_wind" , "g_hintsound_generic_pistol_pistol_pistol_pistol_pistol_pistol_revolver_revolver_revolver_revolver_revolver_revolver_stinger_missile_stinger_missile_stinger_missine_stinger_missile_stinger_missile_stinger_missile_stinger_missile_stinger_missile" , "g_hintsound_generic_ammo_pack_ammo_pack_ammo_pack_ammo_pack_ammo_pack_armor_pack_armor_pack_armor_pack_armor_pack_armor_pack_bomb_drop_bomb_drop_bomb_drop_bomb_drop_bomb_drop_carrier_death_carrier_death_carrier_death_carrier_death_carrier_death_carrier_death_heavy_weapon_heavy_weapon_heavy_weapon_heavy_weapon_heavy_weapon_heavy_weapon_plasma_plasma_plasma_plasma_plasma_plasma" , "g_hintsound_generic_air_strike_air_strike_air_strike_air_strike_air_strike_artillery_barrage_artillery_barrage_artillery_barrage_artillery_barrage_assault_vehicle_assault_vehicle_assault_vehicle_assault_vehicle_assault_vehicle_clawbot_clawbot_clawbot_clawbot_clawbot_claymore_claymore_claymore_claymore_claymore_commando_commando_commando_commando_commando_commando_counter_uav_counter_uav_counter_uav_counter_uav_counter_uav_counter_uav_engineer_engineer_engineer_engineer_engineer_engineer_ghost_ghost_ghost_ghost_ghost_ghost_gravity_chute_gravity_chute_gravity_chute_gravity_chute_gravity_chute_guardian_guardian_guardian_guardian_guardian_guardian_health_station_health_station_health_station_health_station_health_station_javelin_javelin_javelin_javelin_javelin_javelin_juggernaut_juggernaut_juggernaut_juggernaut_juggernaut_juggernaut_medical_drone_medical_drone_medical_drone_medical_drone_medical_drone_medical_drone_mountaineering_boots_mountaineering_boots_mountaineering_boots_mountaineering_boots_mountaineering_boots_proximity_detonator_proximity_detonator_proximity_detonator_proximity_detonator_proximity_detonator_quadcopter_quadcopter_quadcopter_quadcopter_quadcopter_quadcopter_repair_bot_repair_bot_repair_bot_repair_bot_repair_bot_scrambler_scrambler_scrambler_scrambler_scrambler_scrambler_sentinel_sentinel_sentinel_sentinel_sentinel_sentinel_sentry_gun_sentry_gun_sentry_gun_sentry_gun_sentry_gun_slammer_slammer_slammer_slammer_slammer_slammer_spiderbot_spiderbot_spiderbot_spiderbot_spiderbot_spiderbot_support_gliders_support_gliders_support_gliders_support_gliders_support_gliders_teammate_teammate_teammate_teammate_teammate_teammate_triple_attack_triple_attack_triple_attack_triple_attack_triple_attack_trap_trap_trap_trap_trap_trap" , "g_hintsound_generic_construction_site_construction_site_construction_site_construction_site_construction_site_debris_debris_debris_debris_debris_debris_emergency_light_emergency_light_emergency_light_emergency_light_emergency_light_emergency_light_flare_flare_flare_flare_flare_flare_landing_pad_landing_pad_landing_pad_landing_pad_landing_pad_landing_pad_meeting_point_meeting_point_meeting_point_meeting_point_meeting_point_meeting_point_police_area_police_area_police_area_police_area_police_area_power_up_power_up_power_up_power_up_power_up_power_up_security_camera_security_camera_security_camera_security_camera_security_camera_supply_drop_supply_drop_supply_drop_supply_drop_supply_drop_teleport_teleport_teleport_teleport_teleport_teleport_torch_torch_torch_torch_torch_torch_wall_sign_wall_sign_wall_sign_wall_sign_wall_sign" , "g_hintsound_generic_autoaim_autoaim_autoaim_autoaim_autoaim_autoaim_bandolier_bandolier_bandolier_bandolier_bandolier_bandolier_body_armor_body_armor_body_armor_body_armor_body_armor_camouflage_camouflage_camouflage_camouflage_camouflage_camouflage_damage_boost_damage_boost_damage_boost_damage_boost_damage_boost_detective_mode_detective_mode_detective_mode_detective_mode_detective_mode_detective_mode_dead_eye_dead_eye_dead_eye_dead_eye_dead_eye_dead_eye_first_person_view_first_person_view_first_person_view_first_person_view_first_person_view_full-auto_full-auto_full-auto_full-auto_full-auto_full-auto_high_capacity_high_capacity_high_capacity_high_capacity_high_capacity_impact_impact_impact_impact_impact_impact_low_profile_low_profile_low_profile_low_profile_low_profile_low_profile_overkill_overkill_overkill_overkill_overkill_overkill_scope_scope_scope_scope_scope_scope_stealth_stealth_stealth_stealth_stealth_stealth_superhuman_speed_superhuman_speed_superhuman_speed_superhuman_speed_suppression_suppression_suppression_suppression_suppression_suppression_targeting_reticle_targeting_reticle_targeting_reticle_targeting_reticle_targeting_reticle_temporary_immunity_temporary_immunity_temporary_immunity_temporary_immunity_temporary_immunity" , "g_hintsound_generic_cluster_charge_cluster_charge_cluster_charge_cluster_charge_cluster_charge_dynamic_equipment_dynamic_equipment_dynamic_equipment_dynamic_equipment_dynamic_equipment_fast_reload_fast_reload_fast_reload_fast_reload_fast_reload_frag_grenade_frag_grenade_frag_grenade_frag_grenade_frag_grenade_incendiary_incendiary_incendiary_incendiary_incendiary_incendiary_pipebomb_pipebomb_pipebomb_pipebomb_pipebomb_remote_controlled_remote_controlled_remote_controlled_remote_controlled_remote_controlled_smoke_smoke_smoke_smoke_smoke_smoke_stickybombe_stickybombe_stickybombe_stickybombe_stickybombe_time_to_regroup_time_to_regroup_time_to_regroup_time_to_regroup_time_to_regroup_total_cover_total_cover_total_cover_total_cover_total_cover_tripmine_tripmine_tripmine_tripmine_tripmine_virtual_barrier_virtual_barrier_virtual_barrier_virtual_barrier_virtual_barrier" , "g_hintsound_genric_adrenaline_adrenaline_adrenaline_adrenaline_adrenaline_adrenaline_analytical_analytical_analytical_analytical_analytical_analytical_arcane_arcane_arcane_arcane_arcane_arcane_critical_critical_critical_critical_critical_critical_hardened_hardened_hardened_hardened_hardened_hardened_instinct_instinct_instinct_instinct_instinct_instinct_intuition_intuition_intuition_intuition_intuition_intuition_mastermind_mastermind_mastermind_mastermind_mastermind_mastermind_precision_precision_precision_precision_precision_precision_resilience_resilience_resilience_resilience_resilience_resilience_second_sight_second_sight_second_sight_second_sight_second_sight_second_sight_strength_strength_strength_strength_strength_strength_tenacity_tenacity_tenacity_tenacity_tenacity_tenacity" }; } function Hud_Init() { if (!IsDefined(g_iCurrentGameState)) return; switch(g_iCurrentGameState) { case GAMESTATE_PREP: case GAMESTATE_INPROGRESS: case GAMESTATE_POSTGAME: break; default: return; } if (!IsDefined(g_HUD)) { switch(g_iCurrentGameState) { case GAMESTATE_PREP: case GAMESTATE_INPROGRESS: case GAMESTATE_POSTGAME: break; default: return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: case GAMESTATE_INPROGRESS: break; default: return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } if (!IsDefined(g_HUD)) { switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } if (!IsDefined(g_HUD)) { switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } } else return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } switch(g_iCurrentGameState) { case GAMESTATE_PREP: break; default: return; } if (!IsDefined(level.hud)) level.hud=g_HUD; switch(level.gametype) { default: level.scorelimit="NO_LIMIT"; break; case GAMETYPE_DMCTF: level.scorelimit="CTFTIME_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; default: level.scorelimit="NO_LIMIT"; break; } if (!isdefined(level.spectatormode)) level.spectatormode=false; switch(level.gametype) { default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; case GAMETYPE_DOMINATION://domination level.endgametext="#ENDGAME_DOMINATION_ROUNDWINNER"; //round winner break; default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; default://casual level.endgametext="#ENDGAME_CASUAL_ROUNDWINNER"; //round winner break; } if (!isdefined(level.teambasedgame)) level.teambasedgame=false; if (!isdefined(level.teamBasedGameType)) level.teamBasedGameType=false; if (!isdefined(level.winnerTeamName)) level.winnerTeamName=""; // set gamestate dependent hud stuff here. // NOTE : this function should only be called once per gamestate. switch(level.gametype) { default://casual if(!level.teamBasedGameType && !level.spectatormode && !level.isBotMatch) setClientNameMode("auto_change"); else if(!level.teamBasedGameType && !level.spectatormode && level.isBotMatch) setClientNameMode("auto_change"); else if(!level.teamBasedGameType && level.spectatormode) setClientNameMode("auto_change"); else if(level.teamBasedGameType && !level.spectatormode) setClientNameMode("auto_join_team"); else setClientNameMode("auto_change"); setClientUIVisible(false); setClientUIVisible(true); setclientuivisible(true); setclientuivisible(false); setclientuivisible(true); setclientuivisible(false); setclientuivisible(true); setclientuivisible(false); setclientuivisible(true); setclientuivisible(false); setclientuivisible(true); setclientuivisible(false); setclientuivisible(true); setclientuivisible(false); // set client uipanel visible here. // NOTE : this function should only be called once per gamestate. switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DMCTF://dmctf switch(level.gametype) { case GAMETYPE_DOMINATION;//domination default://casual break; } } } } } } } default://casual break; } function Hud_End() { } function Hud_Update() { } function Hud_Draw() { } function Hud_PostRenderFX() { } function HUD_SetUpEntites(hd) { hd.__entitycallback__init__(); hd.__entitycallback__setup__(); hd.__entitycallback__setup_ex__(); } function HUD_SetUpEntites_Ex(hd) { hd.__entitycallbackex__init__(); hd.__entitycallbackex__setup__(); } /* * Callback function used by HUD class object when entity is added / removed / updated / destroyed etc. * Called before DrawEntity() is called. */ function HUD_EntityInit(entid) { local hd; local ent; ent=getent(entid); foreach(hd,g_HUDArray) if(isdefined(hd)) hd.__entitycallback__(hd,self,"init",ent); } /* * Callback function used by HUD class object when entity is added / removed / updated / destroyed etc. * Called after DrawEntity() is called. */ function HUD_EntitySetup(entid) { local hd; local ent; ent=getent(entid); foreach(hd,g_HUDArray) if(isdefined(hd)) hd.__entitycallback__(hd,self,"setup",ent); } /* * Callback function used by HUD class object when entity is added / removed / updated / destroyed etc. * Called after DrawEntity() is called.Extra callback used mainly by scoreboard entities which are usually created before other entities so they can get all other entities info first before drawing themselfs properly . */ function HUD_EntitySetup_Ex(entid) { local hd; local ent; ent=getent(entid); foreach(hd,g_HUDArray_Ex) if(isdefined(hd)) hd.__entitycallbackex__(hd,self,"setup",ent); } /* * Callback function used by HUD class object when entity is added / removed / updated / destroyed etc. */ function HUD_EntityUpdate(entid,deltaTime,lastFrameTime,isNewFrame,lastFrameDelta,lastTimeDelta,lastFrameLastTimeDelta,timeScale,timeScaleDelta,lastFrameTimeScale,lastFrameTimeScaleDelta,timeSinceLastDraw,deltaTimeRatio,deltaTimeRatioSqrd,deltaTimeRatioCubed,isInFront,isBehindScreen,isOffScreen,isOnScreen,isBehindViewPort,isInViewPort,isOffViewPort,isOnViewPort,cameraDistance,camera