* screen (his sprite is turned upside-down)
*/
virtual void kill_fall();
+
+ /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
+ virtual void run_dead_script();
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
- virtual void save(lisp::Writer& writer);
+ virtual void write(lisp::Writer& writer);
/**
* True if this badguy can break bricks or open bonusblocks in his current form.
* Returns whether to call ignite() when a badguy gets hit by a fire bullet
*/
virtual bool is_flammable() const;
-
+
/**
* Returns whether this badguys is currently on fire
*/
bool frozen;
bool ignited; /**< true if this badguy is currently on fire */
-
+
std::string dead_script; /**< script to execute when badguy is killed */
- bool draw_dead_script_hint; /**< whether to draw a visual indication that this Badguy triggers a script */
private:
void try_activate();