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//========= 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();
}
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