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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();
- }
-
-