BossHP: Slightly organize code.
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@ -731,14 +731,16 @@ void OnKillTrigger(int entity, const char[] output, SDKHookType HookType = view_
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}
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}
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else
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else
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{
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{
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LogMessage("Killed boss %d", j);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_PushCell(Boss);
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Call_PushCell(Boss);
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Call_PushCell(1);
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Call_PushCell(1);
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Call_Finish();
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Call_Finish();
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delete Boss;
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delete Boss;
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g_aBoss.Erase(j);
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g_aBoss.Erase(j);
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j--;
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j--;
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LogMessage("Killed boss %d", j + 1);
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}
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}
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}
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}
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}
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}
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@ -803,7 +805,6 @@ void OnHurtTrigger(int entity, const char[] output, int activator)
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Call_StartForward(g_hFwd_OnBossDamaged);
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Call_StartForward(g_hFwd_OnBossDamaged);
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Call_PushCell(Boss);
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Call_PushCell(Boss);
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Call_PushCell(entity);
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Call_PushCell(activator);
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Call_PushCell(activator);
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Call_Finish();
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Call_Finish();
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}
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}
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@ -892,13 +893,16 @@ public void OnGameFrame()
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if(Boss.fKillAt && Boss.fKillAt < GetGameTime())
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if(Boss.fKillAt && Boss.fKillAt < GetGameTime())
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{ // Delete Boss
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{ // Delete Boss
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LogMessage("Deleting boss %d (KillAt)", i);
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LogMessage("Deleting boss %d (KillAt)", i);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_PushCell(Boss);
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Call_PushCell(Boss);
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Call_PushCell(1);
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Call_PushCell(1);
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Call_Finish();
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Call_Finish();
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delete Boss;
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delete Boss;
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g_aBoss.Erase(i);
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g_aBoss.Erase(i);
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i--;
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i--;
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continue;
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continue;
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}
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}
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@ -918,10 +922,12 @@ public void OnGameFrame()
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if(!BossProcess(Boss))
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if(!BossProcess(Boss))
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{ // Delete Boss
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{ // Delete Boss
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LogMessage("Deleting boss %d (dead)", i);
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LogMessage("Deleting boss %d (dead)", i);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_StartForward(g_hFwd_OnBossKilled);
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Call_PushCell(Boss);
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Call_PushCell(Boss);
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Call_PushCell(2);
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Call_PushCell(2);
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Call_Finish();
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Call_Finish();
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delete Boss;
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delete Boss;
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g_aBoss.Erase(i);
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g_aBoss.Erase(i);
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i--;
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i--;
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@ -4,8 +4,8 @@
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#define BossHP_included
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#define BossHP_included
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forward void OnBossDamaged(any Boss, int entity, int activator);
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forward void OnBossIntialized(any Boss);
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forward void OnBossIntialized(any Boss);
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forward void OnBossKilled(any Boss, int reason); //reason: 0 = RoundEnd/MapEnd, 1 = KillTrigger, 2 = "normal death"
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forward void OnBossDamaged(any Boss, int activator);
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forward void OnBossKilled(any Boss, int reason); //reason: 0 = RoundEnd/MapEnd, 1 = KillTrigger, 2 = Death.
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