static void dieWait() { Entity *e; clearContinuePoint(); increaseKillCount(); freeBossHealthBar(); e = addKeyItem("item/heart_container", self->x + self->w / 2, self->y); e->dirY = ITEM_JUMP_HEIGHT; fadeBossMusic(); entityDieVanish(); }
static void entityWait() { Entity *e; if (self->damage == 0) { self->thinkTime--; self->flags &= ~FLY; if (self->thinkTime <= 0) { clearContinuePoint(); freeBossHealthBar(); e = addKeyItem("item/heart_container", self->x + self->w / 2, self->y); e->y -= e->h; e->dirY = ITEM_JUMP_HEIGHT; fadeBossMusic(); entityDieVanish(); } } else if (self->damage == self->mental && self->health == self->maxHealth) { self->targetY--; if (self->targetY <= 0) { self->targetY = 0; } } checkToMap(self); }