def addProximityAmmoFromAI(self, shotNum, pos, ammoSkillId, attackerId, timeRemaining, projectileHitEvent, buffs = []): self.ammoSequence = self.ammoSequence + 1 & 255 cannonball = self.getProjectile(ammoSkillId, projectileHitEvent, buffs) cannonball.setTag('shotNum', str(shotNum)) cannonball.setTag('ammoSequence', str(self.ammoSequence)) cannonball.setTag('skillId', str(InventoryType.CannonShoot)) cannonball.setTag('ammoSkillId', str(ammoSkillId)) cannonball.setTag('attackerId', str(attackerId)) cannonball.setPos(pos) if ammoSkillId != InventoryType.DefenseCannonSmokePowder: cannonball.setZ(1) collNode = cannonball.getCollNode() collNode.reparentTo(render) if ammoSkillId == InventoryType.DefenseCannonMine: cannonball.addInWaterMine(timeRemaining) elif ammoSkillId == InventoryType.DefenseCannonPowderKeg: cannonball.addPowderKeg(timeRemaining) elif ammoSkillId == InventoryType.DefenseCannonSmokePowder: cannonball.addSmokePowder(timeRemaining) else: cannonball.addColdShot(timeRemaining) if timeRemaining == CannonDefenseGlobals.getDefenseCannonAmmoDuration(ammoSkillId): if ammoSkillId in ammoHitSfx: sfx = ammoHitSfx[ammoSkillId] base.playSfx(sfx, node = cannonball, cutoff = 6000) return cannonball
def addProximityAmmoFromAI(self, shotNum, pos, ammoSkillId, attackerId, timeRemaining, projectileHitEvent, buffs=[]): self.ammoSequence = self.ammoSequence + 1 & 255 cannonball = self.getProjectile(ammoSkillId, projectileHitEvent, buffs) cannonball.setTag('shotNum', str(shotNum)) cannonball.setTag('ammoSequence', str(self.ammoSequence)) cannonball.setTag('skillId', str(InventoryType.CannonShoot)) cannonball.setTag('ammoSkillId', str(ammoSkillId)) cannonball.setTag('attackerId', str(attackerId)) cannonball.setPos(pos) if ammoSkillId != InventoryType.DefenseCannonSmokePowder: cannonball.setZ(1) collNode = cannonball.getCollNode() collNode.reparentTo(render) if ammoSkillId == InventoryType.DefenseCannonMine: cannonball.addInWaterMine(timeRemaining) else: if ammoSkillId == InventoryType.DefenseCannonPowderKeg: cannonball.addPowderKeg(timeRemaining) elif ammoSkillId == InventoryType.DefenseCannonSmokePowder: cannonball.addSmokePowder(timeRemaining) else: cannonball.addColdShot(timeRemaining) if timeRemaining == CannonDefenseGlobals.getDefenseCannonAmmoDuration(ammoSkillId): if ammoSkillId in ammoHitSfx: sfx = ammoHitSfx[ammoSkillId] base.playSfx(sfx, node=cannonball, cutoff=6000) return cannonball