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- # Recv_ActorRevived(sourceId) -> None
- # Notification that we are being revived, and that 'sourceId' helped us out.
- def Recv_Revived(sourceId):
- self._Actor__deathSourceId = None
- self._DoRevived(sourceId)
- return None
- # Overridable function to do augmentation specific logic in Recv_Revived
- def _DoRevived(sourceId):
- self.AnnounceRevive(sourceId)
- self.StartPersistantEffects()
- return None
- # AnnounceRevive(sourceId) -> None
- # Announce our revival!
- def AnnounceRevive(sourceId):
- if (self.IsDead() == False):
- return None
- self.TransitionTo(_normal)
- self.TransitionTo(_standing)
- self.body.SetIsTargetable(self.targetFlag) # not sure
- self.body.SetPickable(self.targetFlag) # not sure
- _clientevent.PostEvent(_clientevent.ACTOR_STATE_NOT_DEAD, self.entityId)
- self.ToggleAttributeRefresh(True)
- self.ShowWeapons('force')
- if (self._Actor__deathPkg is not None):
- self._Actor__deathPkg(Stop) # not sure
- self._Actor__deathPkg = None
- return None
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