def disable(self): self.stopSmooth() taskMgr.remove(self.uniqueName("watchTarget")) if self.pathVisRoot: self.pathVisRoot.removeNode() self.pathVisRoot = None DistributedAvatar.disable(self)
def disable(self): base.taskMgr.remove(self.uniqueName('monitorRange')) self.stopBlink() self.fsm.requestFinalState() self.fsm = None self.neutralFSM.requestFinalState() self.neutralFSM = None self.charId = None self.geoEyes = None self.avatarType = None self.isInRange = None self.currentPointLetter = None self.walkIval = None self.currentChat = None self.talkEnabled = None self.speechSound = None self.chatsSinceLastNoise = None if self.santaHat: self.santaHat.removeNode() self.santaHat = None if self.headNode: self.headNode.removeNode() self.headNode = None self.eyes = None self.lpupil = None self.rpupil = None self.eyesOpen = None self.eyesClosed = None DistributedAvatar.disable(self) Avatar.disable(self)
def disable(self): self.stopSmooth() self.eyeNode = None self.hatType = None self.eyeColor = None self.idealEyeColor = None self.hatNode = None DistributedAvatar.disable(self)
def disable(self): self.stopLookTask() taskMgr.remove(self.uniqueName('blinkOnTurn')) if self.track != None: self.track.finish() DelayDelete.cleanupDelayDeletes(self.track) self.track = None self.ignore('showAvId') self.ignore('showName') self.stopSmooth() Toon.Toon.disable(self) DistributedAvatar.disable(self)
def disable(self): self.stopSmooth() self.clearFrontDoorIval() self.clearRearDoorIval() self.headModel = None self.throwGearsSnd = None self.rearDoorCloseSnd = None self.rearDoorOpenSnd = None self.frontDoorOpenSnd = None self.frontDoorCloseSnd = None self.frontDoor = None self.rearDoor = None self.treads = None DistributedAvatar.disable(self)
def disable(self): if self.tunnelTrack: self.ignore(self.tunnelTrack.getDoneEvent()) self.tunnelTrack.finish() self.tunnelTrack = None if self.dmgFadeIval: self.dmgFadeIval.finish() self.dmgFadeIval = None self.token = None self.ghost = None self.puInventory = None self.equippedPU = None if self.backpack: self.backpack.cleanup() self.backpack = None self.animState2animId = None self.animId2animState = None self.firstTimeChangingHP = None self.quests = None self.tier = None self.questHistory = None self.busy = None self.friends = None self.tutDone = None self.hoodsDiscovered = None self.teleportAccess = None self.lastHood = None self.defaultShard = None self.numGagSlots = None self.__removeHeadMeter() self.destroyBattleMeter() taskMgr.remove(self.uniqueName('sBAL')) taskMgr.remove(self.uniqueName('blinkOnTurn')) if self.track != None: self.track.finish() DelayDelete.cleanupDelayDeletes(self.track) self.track = None self.stopBlink() self.ignore('showAvId') self.ignore('showName') self.token = None self.stopSmooth() Toon.Toon.disable(self) DistributedAvatar.disable(self) DistributedSmoothNode.disable(self)
def disable(self): self.stopSmooth() # Picked up by DistributedBattleZone: messenger.send('suitDelete', [self]) self.anim = None self._state = None self.dept = None self.variant = None self.suitPlan = None if self.hpFlash: self.hpFlash.finish() self.hpFlash = None if self.moveIval: self.moveIval.pause() self.moveIval = None Suit.disable(self) DistributedAvatar.disable(self)
def disable(self): self.fsm.requestFinalState() del self.fsm # This should fix crashes related to Sequences. if self.track: self.track.pause() self.track = None # Cleanup entities. for ent in self.entities: ent.cleanup() self.entities = None # Get rid of explosions. if self.explosion: self.explosion.removeNode() self.explosion = None self.removeTurret() DistributedSmoothNode.disable(self) DistributedAvatar.disable(self)