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