Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
}\r
\r
+void Item_Consumable_Remove();\r
+void Item_Consumable_Think()\r
+{\r
+ if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
+ {\r
+ self.predator.regurgitate_prepare = 0;\r
+ self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
+ Item_Consumable_Remove();\r
+ return;\r
+ }\r
+\r
+ dprint("!!!!!!!!\n");\r
+ self.nextthink = time;\r
+}\r
+\r
float Item_Consumable_Customizeentityforclient()\r
{\r
if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
return TRUE;\r
}\r
\r
+void Item_Consumable_Remove()\r
+{\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+}\r
+\r
void Item_Consumable_Spawn(entity e, entity pl)\r
{\r
entity item;\r
item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
\r
item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
+ item.think = Item_Consumable_Think;\r
+ item.nextthink = time;\r
}\r
\r
float Item_GiveTo(entity item, entity player)\r