def __init__(self): GameMessage.__init__(self, M_REQUEST_PLAYER_OID) return
def __init__(self): GameMessage.__init__(self, M_FIRE_MISSILE) return
def __init__(self, oid=-1): GameMessage.__init__(self, M_PLAYER_OID) self.set_oid(oid) return
def __init__(self, npc=None): GameMessage.__init__(self, M_NPC_UPDATE) if npc: npc.set_message(self) return
def __init__(self, mrange=T_RANGE_SHORT): GameMessage.__init__(self, M_SET_MISSILE_RANGE) self.set_range(mrange) return
def __init__(self, player=None): GameMessage.__init__(self, M_PLAYER_UPDATE) if player: player.set_message(self) return
def __init__(self, event=None): GameMessage.__init__(self, M_MISSILE_DYING_EVENT) if event: event.set_message(self) return
def __init__(self, degrees=0.): GameMessage.__init__(self, M_SET_MISSILE_DIRECTION) self.set_degrees(degrees) return
def __init__(self, speed=T_SPEED_STOP): GameMessage.__init__(self, M_SET_PLAYER_SPEED) self.set_speed(speed) return
def __init__(self, wall=None): GameMessage.__init__(self, M_WALL_UPDATE) if wall: wall.set_message(self) return
def __init__(self, degrees=0.): GameMessage.__init__(self, M_SET_PLAYER_DIRECTION) self.set_degrees(degrees) return
def __init__(self, missile=None): GameMessage.__init__(self, M_MISSILE_UPDATE) if missile: missile.set_message(self) return
def __init__(self, power=T_POWER_LOW): GameMessage.__init__(self, M_SET_MISSILE_POWER) self.set_power(power) return