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
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