def __init__(self, cr):
     try:
         self.DistributedAvatar_initialized
         return
     except:
         self.DistributedAvatar_initialized = 1
     Avatar.__init__(self)
     DistributedActor.__init__(self, cr)
     self.health = 0
     self.maxHealth = 0
     self.healthLabel = None
     self.healthLabelTrack = None
     self.place = 0
     self.hood = None
     return
Esempio n. 2
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    def __init__(self, cr):
        try:
            self.DistributedAvatar_initialized
            return
        except:
            self.DistributedAvatar_initialized = 1

        Avatar.__init__(self)
        DistributedActor.__init__(self, cr)
        self.health = 0
        self.maxHealth = 0
        self.healthLabel = None
        self.healthLabelTrack = None
        self.place = 0
        self.hood = None
        return
 def __init__(self):
     Avatar.__init__(self)
     self.name = None
     self.dept = None
     self.suit = None
     self.head = None
     self.headModel = None
     self.variant = None
     self.handColor = None
     self.voice = None
     self.chat = None
     self.chatDial = None
     self.shadow = None
     self.propeller = None
     self.smallExp = None
     self.largeExp = None
     self.explosion = None
     self.hasSpawned = False
     self.suitTrack = None
     self.timestampAnimTrack = None
     self.propellerSounds = {}
     self.healthBar = None
     self.healthBarGlow = None
     self.condition = 0
     self.avatarType = CIGlobals.Suit
     self.suitPlan = None
     self.animFSM = ClassicFSM('Suit', [
         State('off', self.enterOff, self.exitOff),
         State('neutral', self.enterNeutral, self.exitNeutral),
         State('walk', self.enterWalk, self.exitWalk),
         State('die', self.enterDie, self.exitDie),
         State('win', self.enterWin, self.exitWin),
         State('attack', self.enterAttack, self.exitAttack),
         State('flail', self.enterFlail, self.exitFlail),
         State('flyDown', self.enterFlyDown, self.exitFlyDown),
         State('flyAway', self.enterFlyAway, self.exitFlyAway),
         State('flyNeutral', self.enterFlyNeutral, self.exitFlyNeutral),
         State('trayWalk', self.enterTrayWalk, self.exitTrayWalk),
         State('trayNeutral', self.enterTrayNeutral, self.exitTrayNeutral)
     ], 'off', 'off')
     self.animFSM.enterInitialState()
     self.initializeBodyCollisions()
     return
 def __init__(self):
     Avatar.__init__(self)
     self.fsm = ClassicFSM('VicePresident', [
         State('off', self.enterOff, self.exitOff),
         State('throwGear', self.enterThrowGear, self.exitThrowGear),
         State('neutral', self.enterNeutral, self.exitNeutral),
         State('jump', self.enterJump, self.exitJump),
         State('emerge', self.enterEmerge, self.exitEmerge),
         State('knockDown', self.enterKnockDown, self.exitKnockDown),
         State('riseUp', self.enterRiseUp, self.exitRiseUp)
     ], 'off', 'off')
     self.fsm.enterInitialState()
     self.track = None
     self.treads = None
     self.rearDoor = None
     self.frontDoor = None
     self.gearModel = None
     self.gearThrowIval = None
     self.knockedDown = False
     self.chirps = base.audio3d.loadSfx("phase_4/audio/sfx/SZ_TC_bird1.mp3")
     base.audio3d.attachSoundToObject(self.chirps, self)
     self.vp_torso_node = NodePath('vp_torso_node')