- PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
- e.eater.stomach_load -= 1;\r
- e.eater.regurgitate_prepare = 0;\r
- e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
- Vore_Weight_apply(e.eater);\r
+ e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
+ e.pushltime = time + cvar("g_maxpushtime");\r
+\r
+ PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+ e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
+ e.predator.stomach_load -= 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ Vore_WeightApply(e.predator);\r
+\r
+ // block firing for a small amount of time, or we'll be firing the next frame\r
+ e.weapon_delay = time + button_delay_time;\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+ e.predator = world;\r
+}\r
+\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+ // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
+\r
+ if(e.fakeprey || e.predator.classname != "player") // already configured\r
+ return;\r