newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
\r
- if(self.stomach_load)\r
- applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+ float vore_state;\r
+ if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
+ vore_state = 3;\r
+ else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
+ vore_state = 2;\r
+ else if(self.stomach_load)\r
+ vore_state = 1;\r
+\r
+ if(vore_state)\r
+ applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
else\r
applymodel = self.playermodel;\r
\r
// this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
\r
- if(other.spectatee_status)\r
+ if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
other = other.enemy; // also do this for the player we are spectating\r
\r
// don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
}\r
\r
Client_setmodel(setmodel_state());\r
- if not(self.predator.classname == "player" || self.fakeprey)\r
+ if not(self.stat_eaten || self.fakeprey)\r
self.alpha = default_player_alpha;\r
+ else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+ self.alpha = default_player_alpha; // allow seeing neighboring prey\r
+ else\r
+ self.alpha = -1; // hide prey\r
return TRUE;\r
}\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
Vore_DeadPrey_Detach(self);\r
+ self.fakeprey = FALSE; // clear the fakeprey status\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
- WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+ WriteCoord(MSG_ENTITY, g_balance_vore_swallow_limit);\r
return TRUE;\r
}\r
\r
remove(self);\r
return;\r
}\r
- if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player" && self.owner.fakepredator.classname != "player")\r
+ if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
#ifdef TETRIS\r
|| self.owner.tetris_on\r
#endif\r
return;\r
}\r
// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now\r
- if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player" || self.owner.fakepredator.classname == "player")\r
+ if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
self.model = "";\r
else\r
{\r
else self.colormod = '1 1 1';\r
};*/\r
\r
+.float oldcolormap;\r
void respawn(void)\r
{\r
+ if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+ {\r
+ self.solid = SOLID_NOT;\r
+ self.takedamage = DAMAGE_NO;\r
+ self.movetype = MOVETYPE_FLY;\r
+ self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+ self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+ self.effects |= EF_ADDITIVE;\r
+ self.oldcolormap = self.colormap;\r
+ self.colormap = 512;\r
+ pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+ if(cvar("g_respawn_ghosts_maxtime"))\r
+ SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+ }\r
+\r
CopyBody(1);\r
self.effects |= EF_NODRAW; // prevent another CopyBody\r
+ if(self.oldcolormap)\r
+ {\r
+ self.colormap = self.oldcolormap;\r
+ self.oldcolormap = 0;\r
+ }\r
PutClientInServer();\r
}\r
\r
self.dmg_save = spectatee.dmg_save;\r
self.dmg_inflictor = spectatee.dmg_inflictor;\r
self.angles = spectatee.v_angle;\r
+ self.scale = spectatee.scale;\r
self.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
self.stat_digesting = spectatee.stat_digesting;\r
self.stat_canleave = spectatee.stat_canleave;\r
self.stat_canswallow = spectatee.stat_canswallow;\r
+ self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+ self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+ self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+ self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
setorigin(self, spectatee.origin);\r
setsize(self, spectatee.mins, spectatee.maxs);\r
SetZoomState(spectatee.zoomstate);\r
return vercmp_recursive(v1, v2);\r
}\r
\r
-.float current_scale;\r
-void ApplyHealthSize()\r
+void SetPlayerSize()\r
{\r
- if not(cvar("g_healthsize"))\r
- return;\r
+ if(cvar("g_healthsize"))\r
+ {\r
+ // change player scale based on the amount of health we have\r
\r
- self.current_scale = self.health / 100; // range between 0 and 100\r
- self.current_scale = bound(0, self.current_scale, 100);\r
+ self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
\r
- if(self.scale < self.current_scale - self.scale)\r
- self.scale += cvar("g_healthsize_speed") * sys_frametime;\r
- else if(self.scale > self.current_scale + self.scale)\r
- self.scale -= cvar("g_healthsize_speed") * sys_frametime;\r
- else\r
- self.scale = self.current_scale;\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ }\r
+ }\r
\r
- self.mins = PL_MIN * self.scale;\r
- self.maxs = PL_MAX * self.scale;\r
- setsize (self, self.mins, self.maxs);\r
+ if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
+ {\r
+ // resize prey if neighborprey is enabled\r
+ self.scale *= cvar("g_vore_neighborprey_scale");\r
+ }\r
}\r
\r
void ObserverThink()\r
// core code for the vore system\r
Vore();\r
\r
- // health based player size\r
- ApplyHealthSize();\r
-\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
\r
if(frametime)\r
{\r
+\r
+ if(self.health <= 0 && cvar("g_deathglow"))\r
+ {\r
+ if(self.glowmod_x > 0)\r
+ self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_x = -1;\r
+ if(self.glowmod_y > 0)\r
+ self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_y = -1;\r
+ if(self.glowmod_z > 0)\r
+ self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_z = -1;\r
+ }\r
+ else\r
+ {\r
+ // set weapon and player glowmod\r
+ self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ self.weaponentity_glowmod = self.glowmod;\r
+ }\r
+\r
player_powerups();\r
}\r
\r
}\r
}\r
\r
+ SetPlayerSize();\r
+\r
FixPlayermodel();\r
\r
GrabberFrame();\r