def __init__(self, cr, ammoSkillId, event, buffs = []): self.trailEffect = None self.buffs = buffs self.glowA = None self.glowB = None self.glowATrack = None self.glowBTrack = None self.rotateIval = None ProjectileAmmo.__init__(self, cr, ammoSkillId, event, True) self.effectFlag = WeaponGlobals.getSkillEffectFlag(ammoSkillId) self.effectIval = None
def __init__(self, cr, ammoSkillId, event, buffs=[]): self.trailEffect = None self.buffs = buffs self.glowA = None self.glowB = None self.glowATrack = None self.glowBTrack = None self.rotateIval = None ProjectileAmmo.__init__(self, cr, ammoSkillId, event, True) self.effectFlag = WeaponGlobals.getSkillEffectFlag(ammoSkillId) self.effectIval = None
def destroy(self): self.cleanupMotionTrails() if self.trailEffect: self.trailEffect.stopLoop() self.trailEffect = None if self.effectIval: self.effectIval.finish() self.effectIval = None if self.glowATrack: self.glowATrack.finish() self.glowATrack = None if self.glowBTrack: self.glowBTrack.finish() self.glowBTrack = None if self.rotateIval: self.rotateIval.finish() self.rotateIval = None ProjectileAmmo.destroy(self) return
def destroy(self): self.cleanupMotionTrails() if self.trailEffect: self.trailEffect.stopLoop() self.trailEffect = None if self.effectIval: self.effectIval.finish() self.effectIval = None if self.glowATrack: self.glowATrack.finish() self.glowATrack = None if self.glowBTrack: self.glowBTrack.finish() self.glowBTrack = None if self.rotateIval: self.rotateIval.finish() self.rotateIval = None ProjectileAmmo.destroy(self)
def removeNode(self): self.cleanupMotionTrails() ProjectileAmmo.removeNode(self)
def removeNode(self): ProjectileAmmo.removeNode(self)
def __init__(self, cr, ammoSkillId, event): ProjectileAmmo.__init__(self, cr, ammoSkillId, event) self.splashScale = 1.5 self.explosionScale = 1.0