mirror of
https://github.com/hypervortex/VH-Bombsquad-Modded-Server-Files
synced 2025-11-07 17:36:08 +00:00
221 lines
8.3 KiB
Python
221 lines
8.3 KiB
Python
# ba_meta require api 6
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba, _ba
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import random
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import math
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from bastd.gameutils import SharedObjects
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from bastd.actor.bomb import Bomb
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from ba._generated.enums import InputType
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if TYPE_CHECKING:
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from typing import Optional
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class Floater(ba.Actor):
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def __init__(self, bounds: tuple):
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super().__init__()
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shared = SharedObjects.get()
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self.controlled = False
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self.source_player = None
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self.floater_material = ba.Material()
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self.floater_material.add_actions(
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conditions=('they_have_material',
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shared.player_material),
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actions=(('modify_node_collision', 'collide', True),
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('modify_part_collision', 'physical', True)))
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self.floater_material.add_actions(
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conditions=(('they_have_material',
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shared.object_material), 'or',
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('they_have_material',
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shared.footing_material), 'or',
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('they_have_material',
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self.floater_material)),
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actions=('modify_part_collision', 'physical', False))
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self.pos = bounds
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self.px = random.uniform(self.pos[0], self.pos[3])
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self.py = random.uniform(self.pos[1], self.pos[4])
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self.pz = random.uniform(self.pos[2], self.pos[5])
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self.node = ba.newnode(
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'prop',
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delegate=self,
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owner=None,
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attrs={
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'position': (self.px, self.py, self.pz),
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'model': ba.getmodel('landMine'),
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'light_model': ba.getmodel('landMine'),
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'body': 'landMine',
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'body_scale': 3,
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'model_scale': 3.1,
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'shadow_size': 0.25,
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'density': 999999,
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'gravity_scale': 0.0,
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'color_texture': ba.gettexture('achievementFlawlessVictory'),
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'reflection': 'soft',
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'reflection_scale': [0.25],
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'materials': [shared.footing_material, self.floater_material]
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})
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self.node2 = ba.newnode(
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'prop',
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owner=self.node,
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attrs={
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'position': (0, 0, 0),
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'body': 'sphere',
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'model': None,
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'color_texture': None,
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'body_scale': 1.0,
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'reflection': 'powerup',
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'density': 999999,
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'reflection_scale': [1.0],
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'model_scale': 1.0,
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'gravity_scale': 0,
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'shadow_size': 0.1,
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'is_area_of_interest': True,
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'materials': [shared.object_material, self.floater_material]
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})
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self.node.connectattr('position', self.node2, 'position')
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def check_can_control(self) -> bool:
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if not self.node.exists():
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return False
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if not self.source_player.is_alive():
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self.dis()
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return False
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return True
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def con(self) -> None:
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self.controlled = True
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self.check_player_die()
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def up(self) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (v[0], 5, v[2])
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def upR(self) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (v[0], 0, v[2])
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def down(self) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (v[0], -5, v[2])
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def downR(self) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (v[0], 0, v[2])
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def leftright(self, value: float) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (5 * value, v[1], v[2])
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def updown(self, value: float) -> None:
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if not self.check_can_control():
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return
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v = self.node.velocity
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self.node.velocity = (v[0], v[1], -5 * value)
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def dis(self) -> None:
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if self.node.exists():
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self.controlled = False
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self.node.velocity = (0, 0, 0)
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self.move()
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def check_player_die(self) -> None:
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if not self.controlled:
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return
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if self.source_player is None:
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return
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if self.source_player.is_alive():
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ba.timer(1, self.check_player_die)
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return
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else:
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self.dis()
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def distance(self, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> float:
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d = math.sqrt(math.pow(x2 - x1, 2) + math.pow(y2 - y1, 2) + math.pow(z2 - z1, 2))
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return d
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def drop(self) -> None:
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try:
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np = self.node.position
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except:
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np = (0, 0, 0)
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self.b = Bomb(bomb_type=random.choice(['normal', 'ice', 'sticky', 'impact', 'land_mine', 'tnt']),
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source_player=self.source_player, position=(np[0], np[1] - 1, np[2]), velocity=(0, -1, 0)).autoretain()
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if self.b.bomb_type in ['impact', 'land_mine']:
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self.b.arm()
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def move(self) -> None:
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px = self.px
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py = self.py
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pz = self.pz
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if self.node.exists() and not self.controlled:
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pn = self.node.position
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dist = self.distance(pn[0], pn[1], pn[2], px, py, pz)
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self.node.velocity = ((px - pn[0]) / dist, (py - pn[1]) / dist, (pz - pn[2]) / dist)
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t = dist - 1 if dist - 1 >= 0 else 0.1
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ba.timer(t, ba.WeakCall(self.move), suppress_format_warning=True)
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def handlemessage(self, msg) -> None:
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if isinstance(msg, ba.DieMessage):
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self.node.delete()
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self.node2.delete()
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self.controlled = False
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elif isinstance(msg, ba.OutOfBoundsMessage):
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self.handlemessage(ba.DieMessage())
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else:
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super().handlemessage(msg)
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def assign_flo_inputs(client_id: int) -> None:
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with ba.Context(_ba.get_foreground_host_activity()):
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activity = ba.getactivity()
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# Check if the activity is a type that has a 'map' attribute
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if not hasattr(activity, 'flo') or not activity.flo.node.exists():
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try:
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activity.flo = Floater(activity.map.get_def_bound_box('map_bounds'))
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except Exception as e:
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print(f"An error occurred while creating Floater: {e}")
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return # Perhaps using in main-menu/score-screen
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else:
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# Reset the controlled flag to allow control again
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activity.flo.controlled = False
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floater = activity.flo
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if floater.controlled:
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ba.screenmessage('Floater is already being controlled', color=(1, 0, 0), transient=True, clients=[client_id])
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return
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ba.screenmessage('You Gained Control Over The Floater!\n Press Bomb to Throw Bombs and Punch to leave!', clients=[client_id], transient=True, color=(0, 1, 1))
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for i in _ba.get_foreground_host_activity().players:
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if i.sessionplayer.inputdevice.client_id == client_id:
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def dis(i, floater):
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i.actor.node.invincible = False
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i.resetinput()
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i.actor.connect_controls_to_player()
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floater.dis()
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ps = i.actor.node.position
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i.actor.node.invincible = True
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floater.node.position = (ps[0], ps[1] + 1.0, ps[2])
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i.actor.node.hold_node = ba.Node(None)
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i.actor.node.hold_node = floater.node2
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i.actor.connect_controls_to_player()
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i.actor.disconnect_controls_from_player()
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i.resetinput()
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floater.source_player = i
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floater.con()
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i.assigninput(InputType.PICK_UP_PRESS, floater.up)
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i.assigninput(InputType.PICK_UP_RELEASE, floater.upR)
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i.assigninput(InputType.JUMP_PRESS, floater.down)
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i.assigninput(InputType.BOMB_PRESS, floater.drop)
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i.assigninput(InputType.PUNCH_PRESS, ba.Call(dis, i, floater))
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i.assigninput(InputType.UP_DOWN, floater.updown)
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i.assigninput(InputType.LEFT_RIGHT, floater.leftright)
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