📄 die.cpp
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#include "character.h"
#include "Die.h"
#include "gametime.h"
#include "util.h"
Die::Die()
{
m_name = "Die"; // must match class name
m_owner = NULL;
}
void Die::init ( IEOwner * owner )
{
m_owner = dynamic_cast<Character *> (owner);
}
bool Die::start ()
{
m_state = Go;
m_owner->animStart ( CA_Die );
printf ( "%s is dying...\n", m_owner->getName() );
return false;
}
bool Die::update ()
{
switch ( m_state )
{
case Go:
if ( m_owner->animDone() )
{
printf ( "%s is dead.\n", m_owner->getName() );
m_state = Done;
}
break;
case Done:
break;
}
return true;
}
bool Die::finish ()
{
return true;
}
IEOwner * Die::getOwner ()
{
return m_owner;
}
const char * Die::getName()
{
return m_name.c_str();
}
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