def getCollisionMessage(self, data, common_data): if common_data.entity.controller_data.health > 0: return (px_collision.Message(source=common_data.entity, damage=0, damage_hero=1, force=Vec3(0, 0, 0))) else: return (px_collision.Message(source=common_data.entity))
def getCollisionMessage(self, data, common_data): if common_data.state == eStates.fallRight or common_data.state == eStates.fallLeft or common_data.state == eStates.dead: return False else: dam = 1 if common_data.entity.controller_data.vel.magsq( ) > 10 else 0 return (px_collision.Message(source=common_data.entity, damage=dam, damage_hero=dam))
def getCollisionMessage(self, data, common_data): return(px_collision.Message(source=common_data.entity, damage=0, damage_hero=1))
def getCollisionMessage(self, data, common_data): return (px_collision.Message(source=common_data.entity, impassable=data.impassable))
def getCollisionMessage(self, data, entity): return (px_collision.Message(source=entity, damage=data.damage, force=data.force, absorb=data.absorb))
def getCollisionMessage(self, entity): # px_log.log(f"Fox {entity.name} sending caught message.") return(px_collision.Message(source=entity, damage=1))