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a guest Jan 18th, 2019 60 Never
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  1.     # Recv_ActorRevived(sourceId) -> None
  2.     # Notification that we are being revived, and that 'sourceId' helped us out.
  3.     def Recv_Revived(sourceId):
  4.         self._Actor__deathSourceId = None
  5.         self._DoRevived(sourceId)
  6.         return None
  7.        
  8.     # Overridable function to do augmentation specific logic in Recv_Revived
  9.     def _DoRevived(sourceId):
  10.         self.AnnounceRevive(sourceId)
  11.         self.StartPersistantEffects()
  12.         return None
  13.        
  14.     # AnnounceRevive(sourceId) -> None
  15.     # Announce our revival!
  16.     def AnnounceRevive(sourceId):
  17.         if (self.IsDead() == False):
  18.             return None
  19.         self.TransitionTo(_normal)
  20.         self.TransitionTo(_standing)
  21.         self.body.SetIsTargetable(self.targetFlag) # not sure
  22.         self.body.SetPickable(self.targetFlag) # not sure
  23.        
  24.         _clientevent.PostEvent(_clientevent.ACTOR_STATE_NOT_DEAD, self.entityId)
  25.         self.ToggleAttributeRefresh(True)
  26.         self.ShowWeapons('force')
  27.         if (self._Actor__deathPkg is not None):
  28.             self._Actor__deathPkg(Stop) # not sure
  29.             self._Actor__deathPkg = None
  30.            
  31.         return None
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