switch(state) {
case 0:
if(timer.check()) {
- state = 1;
- sprite->set_action("explosion");
- SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), get_pos(),
- Sector::current()->player->get_pos());
- timer.start(EXPLOSIONTIME);
+ explode();
}
break;
case 1:
}
void
+Bomb::explode()
+{
+ state = 1;
+ sprite->set_action("explosion");
+ SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), get_pos(),
+ Sector::current()->player->get_pos());
+ timer.start(EXPLOSIONTIME);
+}
+
+void
Bomb::kill_fall()
{
+ explode();
}
+