mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2026-08-27 01:12:38 +00:00
demolition war minigame updated
updated to api 8 idk if i did it correctly in line 224
This commit is contained in:
parent
4095f4894e
commit
5ea6a94de0
1 changed files with 62 additions and 59 deletions
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@ -1,5 +1,5 @@
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# ba_meta require api 7
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# ba_meta require api 8
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"""
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"""
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DemolitionWar - BombFight on wooden floor flying in air.
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DemolitionWar - BombFight on wooden floor flying in air.
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Author: Mr.Smoothy
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Author: Mr.Smoothy
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@ -12,23 +12,26 @@ from __future__ import annotations
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING
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import ba
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import babase
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from bastd.game.elimination import EliminationGame, Player
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import bauiv1 as bui
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from bastd.gameutils import SharedObjects
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import bascenev1 as bs
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from bastd.actor.bomb import BombFactory
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from bascenev1 import _map
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from bascenev1lib.game.elimination import EliminationGame, Player
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.bomb import BombFactory
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import random
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import random
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from bastd.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from typing import Any, Sequence
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from typing import Any, Sequence
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# ba_meta export game
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# ba_meta export bascenev1.GameActivity
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class DemolitionWar(EliminationGame):
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class DemolitionWar(EliminationGame):
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name = 'DemolitionWar'
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name = 'DemolitionWar'
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description = 'Last remaining alive wins.'
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description = 'Last remaining alive wins.'
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scoreconfig = ba.ScoreConfig(
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scoreconfig = bs.ScoreConfig(
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label='Survived', scoretype=ba.ScoreType.SECONDS, none_is_winner=True
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label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True
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)
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)
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# Show messages when players die since it's meaningful here.
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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announce_player_deaths = True
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@ -37,17 +40,17 @@ class DemolitionWar(EliminationGame):
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@classmethod
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@classmethod
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def get_available_settings(
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def get_available_settings(
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cls, sessiontype: type[ba.Session]
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cls, sessiontype: type[bs.Session]
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) -> list[ba.Setting]:
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) -> list[babase.Setting]:
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settings = [
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settings = [
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ba.IntSetting(
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bs.IntSetting(
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'Lives Per Player',
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'Lives Per Player',
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default=1,
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default=1,
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min_value=1,
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min_value=1,
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max_value=10,
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max_value=10,
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increment=1,
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increment=1,
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),
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),
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ba.IntChoiceSetting(
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bs.IntChoiceSetting(
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'Time Limit',
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'Time Limit',
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choices=[
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choices=[
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('None', 0),
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('None', 0),
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@ -59,7 +62,7 @@ class DemolitionWar(EliminationGame):
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],
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],
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default=0,
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default=0,
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),
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),
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ba.FloatChoiceSetting(
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bs.FloatChoiceSetting(
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'Respawn Times',
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'Respawn Times',
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choices=[
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choices=[
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('Shorter', 0.25),
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('Shorter', 0.25),
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@ -70,23 +73,23 @@ class DemolitionWar(EliminationGame):
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],
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],
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default=1.0,
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default=1.0,
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),
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),
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ba.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Epic Mode', default=False),
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]
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]
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if issubclass(sessiontype, ba.DualTeamSession):
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if issubclass(sessiontype, bs.DualTeamSession):
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settings.append(ba.BoolSetting('Solo Mode', default=False))
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settings.append(bs.BoolSetting('Solo Mode', default=False))
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settings.append(
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settings.append(
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ba.BoolSetting('Balance Total Lives', default=False)
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bs.BoolSetting('Balance Total Lives', default=False)
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)
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)
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return settings
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return settings
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@classmethod
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return issubclass(sessiontype, ba.DualTeamSession) or issubclass(
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return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
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sessiontype, ba.FreeForAllSession
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sessiontype, bs.FreeForAllSession
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)
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)
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@classmethod
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@classmethod
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def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ['Wooden Floor']
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return ['Wooden Floor']
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def __init__(self, settings: dict):
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def __init__(self, settings: dict):
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@ -95,7 +98,7 @@ class DemolitionWar(EliminationGame):
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self._solo_mode = False
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self._solo_mode = False
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self._balance_total_lives = False
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self._balance_total_lives = False
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def spawn_player(self, player: Player) -> ba.Actor:
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def spawn_player(self, player: Player) -> bs.Actor:
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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@ -118,23 +121,23 @@ class DemolitionWar(EliminationGame):
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self.map_extend()
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self.map_extend()
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def on_blast(self):
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def on_blast(self):
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node = ba.getcollision().sourcenode
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node = bs.getcollision().sourcenode
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ba.emitfx((node.position[0], 0.9, node.position[2]),
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bs.emitfx((node.position[0], 0.9, node.position[2]),
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(0, 2, 0), 30, 1, spread=1, chunk_type='splinter')
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(0, 2, 0), 30, 1, spread=1, chunk_type='splinter')
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ba.timer(0.1, ba.Call(node.delete))
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bs.timer(0.1, babase.Call(node.delete))
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def map_extend(self):
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def map_extend(self):
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# TODO need to improve here , so we can increase size of map easily with settings
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# TODO need to improve here , so we can increase size of map easily with settings
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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factory = BombFactory.get()
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factory = BombFactory.get()
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self.ramp_bomb = ba.Material()
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self.ramp_bomb = bs.Material()
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self.ramp_bomb.add_actions(
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self.ramp_bomb.add_actions(
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conditions=('they_have_material', factory.bomb_material),
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conditions=('they_have_material', factory.bomb_material),
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actions=(
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True),
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('modify_part_collision', 'physical', True),
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('call', 'at_connect', ba.Call(self.on_blast))
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('call', 'at_connect', babase.Call(self.on_blast))
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))
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))
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self.ramps = []
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self.ramps = []
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for i in p:
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for i in p:
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@ -144,7 +147,7 @@ class DemolitionWar(EliminationGame):
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def create_ramp(self, x, z):
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def create_ramp(self, x, z):
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shared = SharedObjects.get()
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shared = SharedObjects.get()
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self._real_collied_material = ba.Material()
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self._real_collied_material = bs.Material()
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self._real_collied_material.add_actions(
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self._real_collied_material.add_actions(
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actions=(
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actions=(
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@ -152,32 +155,32 @@ class DemolitionWar(EliminationGame):
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('modify_part_collision', 'physical', True)
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('modify_part_collision', 'physical', True)
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))
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))
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self.mat = ba.Material()
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self.mat = bs.Material()
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self.mat.add_actions(
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self.mat.add_actions(
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actions=(('modify_part_collision', 'physical', False),
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actions=(('modify_part_collision', 'physical', False),
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('modify_part_collision', 'collide', False))
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('modify_part_collision', 'collide', False))
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)
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)
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pos = (x, 0, z)
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pos = (x, 0, z)
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ud_1_r = ba.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [
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ud_1_r = bs.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [
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shared.footing_material, self._real_collied_material, self.ramp_bomb]})
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shared.footing_material, self._real_collied_material, self.ramp_bomb]})
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node = ba.newnode('prop',
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node = bs.newnode('prop',
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owner=ud_1_r,
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owner=ud_1_r,
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attrs={
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attrs={
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'model': ba.getmodel('image1x1'),
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'mesh': bs.getmesh('image1x1'),
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'light_model': ba.getmodel('powerupSimple'),
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'light_mesh': bs.getmesh('powerupSimple'),
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'position': (2, 7, 2),
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'position': (2, 7, 2),
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'body': 'puck',
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'body': 'puck',
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'shadow_size': 0.0,
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'shadow_size': 0.0,
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'velocity': (0, 0, 0),
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'velocity': (0, 0, 0),
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'color_texture': ba.gettexture('tnt'),
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'color_texture': bs.gettexture('tnt'),
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'model_scale': 1.5,
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'mesh_scale': 1.5,
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'reflection_scale': [1.5],
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'reflection_scale': [1.5],
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'materials': [self.mat, shared.object_material, shared.footing_material],
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'materials': [self.mat, shared.object_material, shared.footing_material],
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'density': 9000000000
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'density': 9000000000
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})
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})
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node.changerotation(1, 0, 0)
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# node.changerotation(1, 0, 0)
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mnode = ba.newnode('math',
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mnode = bs.newnode('math',
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owner=ud_1_r,
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owner=ud_1_r,
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attrs={
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attrs={
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'input1': (0, 0.6, 0),
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'input1': (0, 0.6, 0),
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@ -218,7 +221,7 @@ class mapdefs:
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points['tnt1'] = (-0.08421587483, 0.9515026107, -0.7762602271)
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points['tnt1'] = (-0.08421587483, 0.9515026107, -0.7762602271)
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class WoodenFloor(ba.Map):
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class WoodenFloor(bs._map.Map): #ahdunno if this is correct way, change if u find better way
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"""Stadium map for football games."""
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"""Stadium map for football games."""
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defs = mapdefs
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defs = mapdefs
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defs.points['spawn1'] = (-12.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
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defs.points['spawn1'] = (-12.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
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@ -238,15 +241,15 @@ class WoodenFloor(ba.Map):
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def on_preload(cls) -> Any:
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def on_preload(cls) -> Any:
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data: dict[str, Any] = {
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data: dict[str, Any] = {
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'model_bg': ba.getmodel('doomShroomBG'),
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'mesh_bg': bs.getmesh('doomShroomBG'),
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'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
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'bg_vr_fill_mesh': bs.getmesh('natureBackgroundVRFill'),
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'collide_model': ba.getcollidemodel('bridgitLevelCollide'),
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'collide_mesh': bs.getcollisionmesh('bridgitLevelCollide'),
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'tex': ba.gettexture('bridgitLevelColor'),
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'tex': bs.gettexture('bridgitLevelColor'),
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'model_bg_tex': ba.gettexture('doomShroomBGColor'),
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'mesh_bg_tex': bs.gettexture('doomShroomBGColor'),
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'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
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'collide_bg': bs.getcollisionmesh('natureBackgroundCollide'),
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'railing_collide_model':
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'railing_collide_mesh':
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(ba.getcollidemodel('bridgitLevelRailingCollide')),
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(bs.getcollisionmesh('bridgitLevelRailingCollide')),
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'bg_material': ba.Material()
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'bg_material': bs.Material()
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}
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}
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data['bg_material'].add_actions(actions=('modify_part_collision',
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data['bg_material'].add_actions(actions=('modify_part_collision',
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'friction', 10.0))
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'friction', 10.0))
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def __init__(self) -> None:
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def __init__(self) -> None:
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super().__init__()
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super().__init__()
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shared = SharedObjects.get()
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shared = SharedObjects.get()
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self.background = ba.newnode(
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self.background = bs.newnode(
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'terrain',
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'terrain',
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attrs={
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attrs={
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'model': self.preloaddata['model_bg'],
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'mesh': self.preloaddata['mesh_bg'],
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'lighting': False,
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'lighting': False,
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'background': True,
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'background': True,
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'color_texture': self.preloaddata['model_bg_tex']
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'color_texture': self.preloaddata['mesh_bg_tex']
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})
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})
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self.vr = ba.newnode('terrain',
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self.vr = bs.newnode('terrain',
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attrs={
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attrs={
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'model': self.preloaddata['bg_vr_fill_model'],
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'mesh': self.preloaddata['bg_vr_fill_mesh'],
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'lighting': False,
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'lighting': False,
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'vr_only': True,
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'vr_only': True,
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'background': True,
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'background': True,
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'color_texture': self.preloaddata['model_bg_tex']
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'color_texture': self.preloaddata['mesh_bg_tex']
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})
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})
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gnode = ba.getactivity().globalsnode
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gnode = bs.getactivity().globalsnode
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gnode.tint = (1.3, 1.2, 1.0)
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gnode.tint = (1.3, 1.2, 1.0)
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gnode.ambient_color = (1.3, 1.2, 1.0)
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gnode.ambient_color = (1.3, 1.2, 1.0)
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gnode.vignette_outer = (0.57, 0.57, 0.57)
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gnode.vignette_outer = (0.57, 0.57, 0.57)
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gnode.vr_near_clip = 0.5
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gnode.vr_near_clip = 0.5
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def is_point_near_edge(self,
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def is_point_near_edge(self,
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point: ba.Vec3,
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point: babase.Vec3,
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running: bool = False) -> bool:
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running: bool = False) -> bool:
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box_position = self.defs.boxes['edge_box'][0:3]
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box_position = self.defs.boxes['edge_box'][0:3]
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box_scale = self.defs.boxes['edge_box'][6:9]
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box_scale = self.defs.boxes['edge_box'][6:9]
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def _handle_player_collide(self):
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def _handle_player_collide(self):
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try:
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try:
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player = ba.getcollision().opposingnode.getdelegate(
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player = bs.getcollision().opposingnode.getdelegate(
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PlayerSpaz, True)
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PlayerSpaz, True)
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except ba.NotFoundError:
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except bs.NotFoundError:
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return
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return
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if player.is_alive():
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if player.is_alive():
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player.shatter(True)
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player.shatter(True)
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try:
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try:
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ba._map.register_map(WoodenFloor)
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bs._map.register_map(WoodenFloor)
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except:
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except:
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pass
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pass
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