def announceGenerate(self):
     DistributedInteractive.DistributedInteractive.announceGenerate(self)
     WeaponBase.announceGenerate(self)
     if __dev__ and base.config.GetBool('show-ai-cannon-targets', 0):
         self.tracker = loader.loadModel('models/effects/explosion_sphere')
         self.tracker.reparentTo(render)
         self.tracker.setScale(30)
    def disable(self):
        if self.pendingDoMovie:
            base.cr.relatedObjectMgr.abortRequest(self.pendingDoMovie)
            self.pendingDoMovie = None

        DistributedInteractive.DistributedInteractive.disable(self)
        WeaponBase.disable(self)
 def disable(self):
     if self.pendingDoMovie:
         base.cr.relatedObjectMgr.abortRequest(self.pendingDoMovie)
         self.pendingDoMovie = None
     
     DistributedInteractive.DistributedInteractive.disable(self)
     WeaponBase.disable(self)
 def announceGenerate(self):
     DistributedInteractive.DistributedInteractive.announceGenerate(self)
     WeaponBase.announceGenerate(self)
     if __dev__ and base.config.GetBool('show-ai-cannon-targets', 0):
         self.tracker = loader.loadModel('models/effects/explosion_sphere')
         self.tracker.reparentTo(render)
         self.tracker.setScale(30)
 def __init__(self, cr):
     NodePath.__init__(self, 'weapon')
     DistributedInteractive.DistributedInteractive.__init__(self, cr)
     WeaponBase.__init__(self)
     self.ship = None
     self.av = None
     self.weaponSphereNodePath = None
     self.pendingDoMovie = None
 def __init__(self, cr):
     NodePath.__init__(self, 'weapon')
     DistributedInteractive.DistributedInteractive.__init__(self, cr)
     WeaponBase.__init__(self)
     self.ship = None
     self.av = None
     self.weaponSphereNodePath = None
     self.pendingDoMovie = None
 def delete(self):
     DistributedInteractive.DistributedInteractive.delete(self)
     WeaponBase.delete(self)
     self.removeNode()
 def generate(self):
     DistributedInteractive.DistributedInteractive.generate(self)
     WeaponBase.generate(self)
 def delete(self):
     DistributedInteractive.DistributedInteractive.delete(self)
     WeaponBase.delete(self)
     self.removeNode()
 def generate(self):
     DistributedInteractive.DistributedInteractive.generate(self)
     WeaponBase.generate(self)