//========= Copyright Valve Corporation, All rights reserved. ============// // headless_hatman_dying.cpp // The HHH in the process of dying // Michael Booth, October 2010 #include "cbase.h" #include "particle_parse.h" #include "../headless_hatman.h" #include "headless_hatman_dying.h" //--------------------------------------------------------------------------------------------- ActionResult< CHeadlessHatman > CHeadlessHatmanDying::OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction ) { me->GetBodyInterface()->StartActivity( ACT_DIESIMPLE ); me->EmitSound( "Halloween.HeadlessBossDying" ); return Continue(); } //--------------------------------------------------------------------------------------------- ActionResult< CHeadlessHatman > CHeadlessHatmanDying::Update( CHeadlessHatman *me, float interval ) { if ( me->IsActivityFinished() ) { me->Break(); DispatchParticleEffect( "halloween_boss_death", me->GetAbsOrigin(), me->GetAbsAngles() ); UTIL_Remove( me ); IGameEvent *event = gameeventmanager->CreateEvent( "pumpkin_lord_killed" ); if ( event ) { gameeventmanager->FireEvent( event ); } return Done(); } return Continue(); }