// otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it\r
if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
return TRUE;\r
- if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
- {\r
- setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
- return TRUE;\r
- }\r
- if(other.spectatee_status)\r
+\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
- if(other.predator == self.owner)\r
+\r
+ if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
+ if(other.predator == self.owner || other.fakepredator == self.owner)\r
{\r
setmodel(self, "");\r
return TRUE;\r
}\r
- setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+\r
+ if not(self.owner.stat_eaten)\r
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
+ else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
+ else\r
+ setmodel(self, ""); // hide prey's weapon model\r
return TRUE;\r
}\r
\r
}\r
else\r
{\r
- setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below\r
- animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");\r
+ setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below\r
+ animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");\r
animfile = fopen(animfilename, FILE_READ);\r
// preset some defaults that work great for renamed zym files (which don't need an animinfo)\r
self.anim_fire1 = '0 1 0.01';\r
\r
if(self.owner.alpha == default_player_alpha)\r
self.alpha = default_weapon_alpha;\r
- else if(self.owner.alpha != 0)\r
+ else if(self.owner.alpha != 0 && !self.owner.stat_eaten)\r
self.alpha = self.owner.alpha;\r
else\r
self.alpha = 1;\r
\r
self.colormap = self.owner.colormap;\r
+ self.colormod = self.owner.colormod;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
if (self.weaponentity)\r
{\r
self.weaponentity.effects = self.effects;\r
self.weaponentity.alpha = self.alpha;\r
self.weaponentity.colormap = self.colormap;\r
self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
+ self.weaponentity.glowmod = self.glowmod;\r
}\r
\r
self.angles = '0 0 0';\r
}\r
\r
// create or update the lasertarget entity\r
+\r
+ // if we are a micro or macro, size the weapon model accordingly\r
+ if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\r
+ if(self.model != "")\r
+ {\r
+ self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
+ self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+ }\r
};\r
\r
void CL_ExteriorWeaponentity_Think()\r
self.angles = ang;\r
}\r
\r
+ // if we are a micro or macro, size the weapon model accordingly\r
+ if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
+ if(self.model != "")\r
+ {\r
+ self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
+ self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
+ }\r
+\r
self.colormap = self.owner.colormap;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r
\r
\r
void W_ReloadedAndReady()\r
{\r
+ // if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
+ if(self.stat_eaten)\r
+ {\r
+ self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ w_ready(); // don't keep executing each frame\r
+ return;\r
+ }\r
+\r
// finish the reloading process, and do the ammo transfer\r
\r
self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
\r
void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
{\r
+ // if we are inside the stomach, don't allow reloading\r
+ if(self.stat_eaten)\r
+ return;\r
+\r
// set global values to work with\r
self.reload_ammo_min = sent_ammo_min;\r
self.reload_ammo_amount = sent_ammo_amount;\r
// return if reloading is disabled for this weapon\r
if(!self.reload_ammo_amount)\r
return;\r
- // we can't reload weapons inside someone's stomach\r
- if(self.predator.classname == "player")\r
- return;\r
// our weapon is fully loaded, no need to reload\r
if (self.clip_load >= self.reload_ammo_amount)\r
return;\r