mirror of
https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
418 lines
19 KiB
Python
418 lines
19 KiB
Python
# -*- coding: utf-8 -*-
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# Released under the MIT License. See LICENSE for details.
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#
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"""Functionality related to player-controlled Spazzes."""
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from __future__ import annotations
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from ba._generated.enums import TimeType
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from typing import TYPE_CHECKING, TypeVar, overload
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from bastd.actor.spaz import *
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from bastd.gameutils import SharedObjects
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from typing import Any, Sequence, Optional, Dict, List, Union, Callable, Tuple, Set, Type, Literal
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from bastd.actor import playerspaz
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from bastd.actor.playerspaz import *
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from bastd.actor.spazfactory import SpazFactory
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from bastd.actor.popuptext import PopupText
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from bastd.actor import spaz, spazappearance
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from bastd.actor import bomb as stdbomb
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from bastd.actor.powerupbox import PowerupBoxFactory
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import ba
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import _ba
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import bastd
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import weakref
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import random
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import math
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import time
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import base64
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import os
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import json
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import setting
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import ba.internal
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from playersData import pdata
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from stats import mystats
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PlayerType = TypeVar('PlayerType', bound=ba.Player)
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TeamType = TypeVar('TeamType', bound=ba.Team)
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tt = ba.TimeType.SIM
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tf = ba.TimeFormat.MILLISECONDS
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multicolor = {0: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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750: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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1000: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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1250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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1500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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1750: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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2000: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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2250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
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2500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0))}
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class SurroundBallFactory(object):
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def __init__(self):
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self.bonesTex = ba.gettexture("powerupCurse")
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self.bonesModel = ba.getmodel("bonesHead")
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self.bearTex = ba.gettexture("bearColor")
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self.bearModel = ba.getmodel("bearHead")
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self.aliTex = ba.gettexture("aliColor")
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self.aliModel = ba.getmodel("aliHead")
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self.b9000Tex = ba.gettexture("cyborgColor")
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self.b9000Model = ba.getmodel("cyborgHead")
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self.frostyTex = ba.gettexture("frostyColor")
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self.frostyModel = ba.getmodel("frostyHead")
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self.cubeTex = ba.gettexture("crossOutMask")
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self.cubeModel = ba.getmodel("powerup")
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try:
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self.mikuModel = ba.getmodel("operaSingerHead")
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self.mikuTex = ba.gettexture("operaSingerColor")
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except:
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ba.print_exception()
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self.ballMaterial = ba.Material()
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self.impactSound = ba.getsound("impactMedium")
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self.ballMaterial.add_actions(
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actions=("modify_node_collision", "collide", False))
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class SurroundBall(ba.Actor):
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def __init__(self, spaz, shape="bones"):
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ba.Actor.__init__(self)
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self.spazRef = weakref.ref(spaz)
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factory = self.getFactory()
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s_model, s_texture = {
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"bones": (factory.bonesModel, factory.bonesTex),
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"bear": (factory.bearModel, factory.bearTex),
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"ali": (factory.aliModel, factory.aliTex),
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"b9000": (factory.b9000Model, factory.b9000Tex),
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"miku": (factory.mikuModel, factory.mikuTex),
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"frosty": (factory.frostyModel, factory.frostyTex),
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"RedCube": (factory.cubeModel, factory.cubeTex)
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}.get(shape, (factory.bonesModel, factory.bonesTex))
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self.node = ba.newnode("prop", attrs={"model": s_model, "body": "sphere", "color_texture": s_texture, "reflection": "soft", "model_scale": 0.5, "body_scale": 0.1, "density": 0.1, "reflection_scale": [
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0.15], "shadow_size": 0.6, "position": spaz.node.position, "velocity": (0, 0, 0), "materials": [SharedObjects.get().object_material, factory.ballMaterial]}, delegate=self)
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self.surroundTimer = None
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self.surroundRadius = 1.0
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self.angleDelta = math.pi / 12.0
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self.curAngle = random.random() * math.pi * 2.0
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self.curHeight = 0.0
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self.curHeightDir = 1
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self.heightDelta = 0.2
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self.heightMax = 1.0
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self.heightMin = 0.1
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self.initTimer(spaz.node.position)
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def getTargetPosition(self, spazPos):
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p = spazPos
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pt = (p[0] + self.surroundRadius * math.cos(self.curAngle), p[1] +
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self.curHeight, p[2] + self.surroundRadius * math.sin(self.curAngle))
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self.curAngle += self.angleDelta
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self.curHeight += self.heightDelta * self.curHeightDir
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if (self.curHeight > self.heightMax) or (self.curHeight < self.heightMin):
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self.curHeightDir = -self.curHeightDir
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return pt
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def initTimer(self, p):
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self.node.position = self.getTargetPosition(p)
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self.surroundTimer = ba.Timer(
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30, self.circleMove, repeat=True, timetype=tt, timeformat=tf)
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def circleMove(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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p = spaz.node.position
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pt = self.getTargetPosition(p)
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pn = self.node.position
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d = [pt[0] - pn[0], pt[1] - pn[1], pt[2] - pn[2]]
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speed = self.getMaxSpeedByDir(d)
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self.node.velocity = speed
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@staticmethod
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def getMaxSpeedByDir(direction):
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k = 7.0 / max((abs(x) for x in direction))
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return tuple(x * k for x in direction)
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def handlemessage(self, m):
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ba.Actor.handlemessage(self, m)
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if isinstance(m, ba.DieMessage):
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if self.surroundTimer is not None:
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self.surroundTimer = None
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self.node.delete()
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elif isinstance(m, ba.OutOfBoundsMessage):
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self.handlemessage(ba.DieMessage())
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def getFactory(cls):
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activity = ba.getactivity()
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if activity is None:
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raise Exception("no current activity")
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try:
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return activity._sharedSurroundBallFactory
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except Exception:
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f = activity._sharedSurroundBallFactory = SurroundBallFactory()
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return f
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class Effect(ba.Actor):
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def __init__(self, spaz, player):
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ba.Actor.__init__(self)
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_settings = setting.get_settings_data()
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custom_tag = pdata.get_custom()['customtag']
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custom_effects = pdata.get_custom()['customeffects']
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self.source_player = player
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self.spazRef = weakref.ref(spaz)
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self.spazNormalColor = spaz.node.color
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self.Decorations = []
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self.Enhancements = []
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self._powerScale = 1.0
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self._armorScale = 1.0
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self._lifeDrainScale = None
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self._damageBounceScale = None
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self._remoteMagicDamge = False
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self._MulitPunch = None
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self._AntiFreeze = 1.0
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self.fallWings = 0
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self.checkDeadTimer = None
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self._hasDead = False
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self.light = None
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node_id = self.source_player.node.playerID
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cl_str = None
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clID = None
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for c in ba.internal.get_foreground_host_session().sessionplayers:
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if (c.activityplayer) and (c.activityplayer.node.playerID == node_id):
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profiles = c.inputdevice.get_player_profiles()
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clID = c.inputdevice.client_id
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cl_str = c.get_v1_account_id()
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try:
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if cl_str in custom_effects:
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effect = custom_effects[cl_str]
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if effect == 'ice':
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self.emitIce()
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self.snowTimer = ba.Timer(
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0.5, self.emitIce, repeat=True, timetype=TimeType.SIM)
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return
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elif effect == 'sweat':
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self.smokeTimer = ba.Timer(
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0.6, self.emitSmoke, repeat=True, timetype=TimeType.SIM)
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return
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elif effect == 'scorch':
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self.scorchTimer = ba.Timer(
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500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf)
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return
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elif effect == 'glow':
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self.addLightColor((1, 0.6, 0.4))
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self.checkDeadTimer = ba.Timer(
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150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf)
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return
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elif effect == 'distortion':
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self.DistortionTimer = ba.Timer(
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1000, self.emitDistortion, repeat=True, timetype=tt, timeformat=tf)
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return
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elif effect == 'slime':
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self.slimeTimer = ba.Timer(
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250, self.emitSlime, repeat=True, timetype=tt, timeformat=tf)
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return
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elif effect == 'metal':
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self.metalTimer = ba.Timer(
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500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf)
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return
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elif effect == 'surrounder':
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self.surround = SurroundBall(spaz, shape="bones")
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return
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elif effect == 'spark':
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self.sparkTimer = ba.Timer(
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100, self.emitSpark, repeat=True, timetype=tt, timeformat=tf)
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return
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except:
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pass
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if _settings['enablestats']:
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pats = mystats.get_all_stats()
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if cl_str in pats and _settings['enableTop5effects']:
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rank = pats[cl_str]["rank"]
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if rank < 6:
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if rank == 1:
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# self.neroLightTimer = ba.Timer(500, ba.WeakCall(self.neonLightSwitch,("shine" in self.Decorations),("extra_Highlight" in self.Decorations),("extra_NameColor" in self.Decorations)),repeat = True, timetype=tt, timeformat=tf)
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self.surround = SurroundBall(spaz, shape="bones")
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elif rank == 2:
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self.smokeTimer = ba.Timer(
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40, self.emitSmoke, repeat=True, timetype=tt, timeformat=tf)
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elif rank == 3:
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self.addLightColor((1, 0.6, 0.4))
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self.scorchTimer = ba.Timer(
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500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf)
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elif rank == 4:
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self.metalTimer = ba.Timer(
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500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf)
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else:
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self.addLightColor((1, 0.6, 0.4))
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self.checkDeadTimer = ba.Timer(
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150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf)
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if "smoke" and "spark" and "snowDrops" and "slimeDrops" and "metalDrops" and "Distortion" and "neroLight" and "scorch" and "HealTimer" and "KamikazeCheck" not in self.Decorations:
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# self.checkDeadTimer = ba.Timer(150, ba.WeakCall(self.checkPlayerifDead), repeat=True, timetype=tt, timeformat=tf)
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if self.source_player.is_alive() and self.source_player.actor.node.exists():
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# print("OK")
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self.source_player.actor.node.addDeathAction(
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ba.Call(self.handlemessage, ba.DieMessage()))
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def add_multicolor_effect(self):
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if spaz.node:
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ba.animate_array(spaz.node, 'color', 3, multicolor,
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True, timetype=tt, timeformat=tf)
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def checkPlayerifDead(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.checkDeadTimer = None
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self.handlemessage(ba.DieMessage())
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return
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def update_Scorch(self):
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spaz = self.spazRef()
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if spaz is not None and spaz.is_alive() and spaz.node.exists():
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color = (random.random(), random.random(), random.random())
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if not hasattr(self, "scorchNode") or self.scorchNode == None:
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self.scorchNode = None
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self.scorchNode = ba.newnode("scorch", attrs={"position": (
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spaz.node.position), "size": 1.17, "big": True})
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spaz.node.connectattr("position", self.scorchNode, "position")
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ba.animate_array(self.scorchNode, "color", 3, {
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0: self.scorchNode.color, 500: color}, timetype=tt, timeformat=tf)
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else:
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self.scorchTimer = None
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if hasattr(self, "scorchNode"):
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self.scorchNode.delete()
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self.handlemessage(ba.DieMessage())
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def neonLightSwitch(self, shine, Highlight, NameColor):
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spaz = self.spazRef()
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if spaz is not None and spaz.is_alive() and spaz.node.exists():
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color = (random.random(), random.random(), random.random())
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if NameColor:
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ba.animate_array(spaz.node, "nameColor", 3, {
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0: spaz.node.nameColor, 500: ba.safecolor(color)}, timetype=tt, timeformat=tf)
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if shine:
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color = tuple([min(10., 10 * x) for x in color])
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ba.animate_array(spaz.node, "color", 3, {
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0: spaz.node.color, 500: color}, timetype=tt, timeformat=tf)
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if Highlight:
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# print spaz.node.highlight
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color = (random.random(), random.random(), random.random())
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if shine:
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color = tuple([min(10., 10 * x) for x in color])
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ba.animate_array(spaz.node, "highlight", 3, {
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0: spaz.node.highlight, 500: color}, timetype=tt, timeformat=tf)
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else:
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self.neroLightTimer = None
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self.handlemessage(ba.DieMessage())
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def addLightColor(self, color):
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self.light = ba.newnode(
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"light", attrs={"color": color, "height_attenuated": False, "radius": 0.4})
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self.spazRef().node.connectattr("position", self.light, "position")
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ba.animate(self.light, "intensity", {
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0: 0.1, 250: 0.3, 500: 0.1}, loop=True, timetype=tt, timeformat=tf)
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def emitDistortion(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position,
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emit_type="distortion", spread=1.0)
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(1, 5), emit_type="tendrils", tendril_type="smoke")
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def emitSpark(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(1, 10), scale=2, spread=0.2, chunk_type="spark")
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def emitIce(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(2, 8), scale=0.4, spread=0.2, chunk_type="ice")
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def emitSmoke(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(1, 10), scale=2, spread=0.2, chunk_type="sweat")
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def emitSlime(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(1, 10), scale=0.4, spread=0.2, chunk_type="slime")
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def emitMetal(self):
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spaz = self.spazRef()
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if spaz is None or not spaz.is_alive() or not spaz.node.exists():
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self.handlemessage(ba.DieMessage())
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return
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ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
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count=random.randint(2, 8), scale=0.4, spread=0.2, chunk_type="metal")
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def handlemessage(self, m):
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# self._handlemessageSanityCheck()
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if isinstance(m, ba.OutOfBoundsMessage):
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self.handlemessage(ba.DieMessage())
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elif isinstance(m, ba.DieMessage):
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if hasattr(self, "light") and self.light is not None:
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self.light.delete()
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if hasattr(self, "smokeTimer"):
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self.smokeTimer = None
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if hasattr(self, "surround"):
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self.surround = None
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if hasattr(self, "sparkTimer"):
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self.sparkTimer = None
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if hasattr(self, "snowTimer"):
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self.snowTimer = None
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if hasattr(self, "metalTimer"):
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self.metalTimer = None
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if hasattr(self, "DistortionTimer"):
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self.DistortionTimer = None
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if hasattr(self, "slimeTimer"):
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self.slimeTimer = None
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if hasattr(self, "KamikazeCheck"):
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self.KamikazeCheck = None
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if hasattr(self, "neroLightTimer"):
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self.neroLightTimer = None
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if hasattr(self, "checkDeadTimer"):
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self.checkDeadTimer = None
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if hasattr(self, "HealTimer"):
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self.HealTimer = None
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if hasattr(self, "scorchTimer"):
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self.scorchTimer = None
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if hasattr(self, "scorchNode"):
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self.scorchNode = None
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if not self._hasDead:
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spaz = self.spazRef()
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# print str(spaz) + "Spaz"
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if spaz is not None and spaz.is_alive() and spaz.node.exists():
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spaz.node.color = self.spazNormalColor
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killer = spaz.last_player_attacked_by if spaz is not None else None
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try:
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if killer in (None, ba.Player(None)) or killer.actor is None or not killer.actor.exists() or killer.actor.hitPoints <= 0:
|
|
killer = None
|
|
except:
|
|
killer = None
|
|
# if hasattr(self,"hasDead") and not self.hasDead:
|
|
self._hasDead = True
|
|
|
|
ba.Actor.handlemessage(self, m)
|