def disable(self): """ This method is called when the object is removed from the scene, for instance because it left the zone. It is balanced against generate(): for each generate(), there will be a corresponding disable(). Everything that was done in generate() or announceGenerate() should be undone in disable(). After a disable(), the object might be cached in memory in case it will eventually reappear. The DistributedObject should be prepared to receive another generate() for an object that has already received disable(). Note that the above is only strictly true for *cacheable* objects. Most objects are, by default, non-cacheable; you have to call obj.setCacheable(True) (usually in the constructor) to make it cacheable. Until you do this, your non-cacheable object will always receive a delete() whenever it receives a disable(), and it will never be stored in a cache. """ # Stop the smooth task. self.stopSmooth() # Take it out of the scene graph. self.detachNode() DistributedSmoothNode.disable(self)
def disable(self): self.stopSmooth() self.ignore('showAvId') self.ignore('showName') self.detachNode() DistributedSmoothNode.disable(self)
def disable(self): """ This method is called when the object is removed from the scene, for instance because it left the zone. It is balanced against generate(): for each generate(), there will be a corresponding disable(). Everything that was done in generate() or announceGenerate() should be undone in disable(). After a disable(), the object might be cached in memory in case it will eventually reappear. The DistributedObject should be prepared to receive another generate() for an object that has already received disable(). Note that the above is only strictly true for *cacheable* objects. Most objects are, by default, non-cacheable; you have to call obj.setCacheable(True) (usually in the constructor) to make it cacheable. Until you do this, your non-cacheable object will always receive a delete() whenever it receives a disable(), and it will never be stored in a cache. """ # Stop the smooth task. self.stopSmooth() # Take it out of the scene graph. self.detachNode() if self.flushTask: taskMgr.remove(self.flushTask) self.flushTask = None DistributedSmoothNode.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 self.eyes = None self.lpupil = None self.rpupil = None self.eyesOpen = None self.eyesClosed = None DistributedAvatar.disable(self) Avatar.disable(self) DistributedSmoothNode.disable(self)
def disable(self): self.stopSmooth() DistributedSmoothNode.disable(self) DistributedTargetableObject.disable(self) if base.config.GetBool('create-client-coll-spheres', 0) is 1: self.cleanupDebugcollisions() base.cr.handleObjDelete(self)
def disable(self): self.stopWaterCheck() self.cleanupPhysics() if self.model: self.model.removeNode() self.model = None self.impactSound = None BaseProjectileShared.cleanup(self) DistributedSmoothNode.disable(self)
def disable(self): self.fsm.requestFinalState() del self.fsm for projs in self.piesInFlight: projs.cleanup() self.piesInFlight = None if self.explosion: self.explosion.removeNode() self.explosion = None self.removeTurret() DistributedSmoothNode.disable(self) DistributedAvatar.disable(self)
def disable(self): self.fsm.requestFinalState() del self.fsm if self.track: self.track.pause() self.track = None for ent in self.entities: ent.cleanup() self.entities = None if self.explosion: self.explosion.removeNode() self.explosion = None self.removeTurret() DistributedSmoothNode.disable(self) DistributedAvatar.disable(self) return
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.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)
def disable(self): self.stopSmooth() self.detachNode() DistributedSmoothNode.disable(self)
def disable(self): DistributedSmoothNode.disable(self) Avatar.disable(self) self.detachNode() return
def disable(self): # remove all anims, on all parts and all lods self.stopSmooth() if (not self.isEmpty()): Actor.unloadAnims(self, None, None, None) DistributedSmoothNode.disable(self)
def disable(self): self.stopSmooth() self.ignore('showAvId') self.ignore('showName') self.detachNode() DistributedSmoothNode.disable(self)
def disable(self): self.stopWaterCheck() self.stopSmooth() self.cleanupPhysics() DistributedSmoothNode.disable(self)
def disable(self): self.stopSmooth() self.model.detachNode() DistributedSmoothNode.disable(self)
def disable(self): # Take it out of the scene graph. self.detachNode() DistributedSmoothNode.disable(self)