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@@ -172,25 +172,25 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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else:
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else:
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# Middle sphere:
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# Middle sphere:
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self.avatarRadius = avatarRadius
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self.avatarRadius = avatarRadius
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- self.cSphere = CollisionSphere(0.0, -5.0, 0.0, avatarRadius)
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- cSphereNode = CollisionNode('SP.cSphereNode')
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- cSphereNode.addSolid(self.cSphere)
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- self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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+ #self.cSphere = CollisionSphere(0.0, -5.0, 0.0, avatarRadius)
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+ #cSphereNode = CollisionNode('SP.cSphereNode')
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+ #cSphereNode.addSolid(self.cSphere)
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+ #self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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self.cSphereBitMask = bitmask
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self.cSphereBitMask = bitmask
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- cSphereNode.setFromCollideMask(self.cSphereBitMask)
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- cSphereNode.setIntoCollideMask(BitMask32.allOff())
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+ #cSphereNode.setFromCollideMask(self.cSphereBitMask)
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+ #cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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# set up collision mechanism
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self.pusher = PhysicsCollisionHandler()
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self.pusher = PhysicsCollisionHandler()
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self.pusher.setInPattern("enter%in")
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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self.pusher.setOutPattern("exit%in")
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- self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
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+ #self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
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if 1:
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if 1:
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# Front sphere:
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# Front sphere:
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- self.cBowSphere = CollisionSphere(0.0, 20.0, 0.0, avatarRadius)
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+ self.cBowSphere = CollisionSphere(0.0, 30.0, 0.0, avatarRadius)
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cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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cBowSphereNode.addSolid(self.cBowSphere)
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cBowSphereNode.addSolid(self.cBowSphere)
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self.cBowSphereNodePath = self.avatarNodePath.attachNewNode(cBowSphereNode)
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self.cBowSphereNodePath = self.avatarNodePath.attachNewNode(cBowSphereNode)
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@@ -350,7 +350,6 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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"""
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"""
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assert(self.debugPrint("initializeCollisions()"))
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assert(self.debugPrint("initializeCollisions()"))
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self.cTrav = collisionTraverser
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self.cTrav = collisionTraverser
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- self.floorOffset = floorOffset = 7.0
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self.avatarRadius = avatarRadius
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self.avatarRadius = avatarRadius
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self.floorOffset = floorOffset
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self.floorOffset = floorOffset
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self.reach = reach
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self.reach = reach
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@@ -441,7 +440,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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if self.collisionsActive != active:
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if self.collisionsActive != active:
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self.collisionsActive = active
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self.collisionsActive = active
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if active:
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if active:
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- self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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+ #self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
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if self.useHeightRay:
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if self.useHeightRay:
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@@ -450,7 +449,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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else:
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else:
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self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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else:
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else:
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- self.cTrav.removeCollider(self.cSphereNodePath)
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+ #self.cTrav.removeCollider(self.cSphereNodePath)
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self.cTrav.removeCollider(self.cBowSphereNodePath)
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self.cTrav.removeCollider(self.cBowSphereNodePath)
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self.cTrav.removeCollider(self.cSternSphereNodePath)
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self.cTrav.removeCollider(self.cSternSphereNodePath)
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if self.useHeightRay:
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if self.useHeightRay:
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