def exitWaiting(self): DistributedInteractive.exitWaiting(self) if (self.newState != 'Use' and self).avGameState: if localAvatar.getGameState() == 'DinghyInteract': localAvatar.b_setGameState(self.avGameState) if self.avGameState in ['WaterRoam', 'BattleWaterRoam']: localAvatar.motionFSM.setWaterState(True, True) base.cr.interactionMgr.start() self.avGameState = None if self.invReq: DistributedInventoryBase.cancelGetInventory(localAvatar.getInventoryId()) self.invReq = None return
def exitWaiting(self): DistributedInteractive.exitWaiting(self) if self.newState != 'Use' and self.avGameState: if localAvatar.getGameState() == 'DinghyInteract': localAvatar.b_setGameState(self.avGameState) if self.avGameState in [ 'WaterRoam', 'BattleWaterRoam']: localAvatar.motionFSM.setWaterState(True, True) base.cr.interactionMgr.start() self.avGameState = None if self.invReq: DistributedInventoryBase.cancelGetInventory(localAvatar.getInventoryId()) self.invReq = None
def exitWaiting(self): DistributedInteractive.exitWaiting(self) self.ignore('shipSinking-' + str(self._shipId))
def exitWaiting(self): localAvatar.motionFSM.on() DistributedInteractive.exitWaiting(self)
def exitWaiting(self): DistributedInteractive.exitWaiting(self) self.ignore('shipSinking-' + str(self._shipId))
def exitWaiting(self): DistributedInteractive.exitWaiting(self)