CActorDeathEffector::CActorDeathEffector (CActorCondition* parent, LPCSTR sect) // -(( :m_pParent(parent) { Actor()->SetWeaponHideState(INV_STATE_BLOCK_ALL,true); hide_indicators (); AddEffector (Actor(), effActorDeath, sect); disable_input (); LPCSTR snd = pSettings->r_string(sect, "snd"); m_death_sound.create (snd,st_Effect,0); m_death_sound.play_at_pos(0,Fvector().set(0,0,0),sm_2D); SBaseEffector* pe = Actor()->Cameras().GetPPEffector((EEffectorPPType)effActorDeath); pe->m_on_b_remove_callback = SBaseEffector::CB_ON_B_REMOVE(this, &CActorDeathEffector::OnPPEffectorReleased); m_b_actual = true; m_start_health = m_pParent->health(); }
CL_GUIManager_Generic::~CL_GUIManager_Generic() { disable_input(); }