def release(self): LocationGag.release(self) actorTrack = LocationGag.getActorTrack(self) LocationGag.getSoundTrack(self).start() if actorTrack: if self.isLocal(): actorTrack.append(Func(self.considerSquirt)) actorTrack.start()
def release(self): LocationGag.release(self) if self.isLocal(): self.startTimeout() actorTrack = LocationGag.getActorTrack(self) LocationGag.getSoundTrack(self).start() if actorTrack: if self.isLocal(): actorTrack.append(Func(self.considerSquirt)) actorTrack.start() if self.isLocal(): base.localAvatar.sendUpdate('usedGag', [self.id])
def release(self): TrapGag.release(self) if self.trapMode == 0: LocationGag.release(self) self.build() self.buildCollisions() actorTrack = LocationGag.getActorTrack(self) if actorTrack: LocationGag.getSoundTrack(self).start() if self.isLocal(): actorTrack.append(Func(self.avatar.b_gagThrow, self.getID())) actorTrack.start() elif self.trapMode == 1: self.startEntity()
def release(self): TrapGag.release(self) if self.trapMode == 0: LocationGag.release(self) self.build() self.buildCollisions() actorTrack = LocationGag.getActorTrack(self) if actorTrack: LocationGag.getSoundTrack(self).start() if self.isLocal(): actorTrack.append(Func(self.avatar.b_gagThrow, self.getID())) actorTrack.start() else: if self.trapMode == 1: self.startEntity()
def release(self): TrapGag.release(self) # Let's release the location seeker if we're using a trapdoor or quicksand. if self.trapMode == 0: LocationGag.release(self) self.build() self.buildCollisions() actorTrack = LocationGag.getActorTrack(self) if actorTrack: LocationGag.getSoundTrack(self).start() if self.isLocal(): actorTrack.append( Func(self.avatar.b_gagThrow, self.getID())) actorTrack.start() elif self.trapMode == 1: self.startEntity()