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
Client_setmodel(setmodel_state());\r
if not(self.stat_eaten || self.fakeprey)\r
self.alpha = default_player_alpha;\r
- else if(cvar("g_vore_preydistance") && self.predator == other.predator && self != other && !(other.cvar_chase_active || other.classname == "observer"))\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
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
return vercmp_recursive(v1, v2);\r
}\r
\r
-void ApplyHealthSize()\r
+void SetPlayerSize()\r
{\r
- // change player scale based on the amount of health we have\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.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+ self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
\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
+ // 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
- else\r
+\r
+ if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\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
+ // resize prey if neighborprey is enabled\r
+ self.scale *= cvar("g_vore_neighborprey_scale");\r
}\r
}\r
\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
- ApplyHealthSize();\r
+ SetPlayerSize();\r
\r
FixPlayermodel();\r
\r