e.predator = world;\r
}\r
\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+ // ran when the fulldigest feature is enabled and prey stays inside the stomach after dying\r
+\r
+ if(e.fakepredator.classname == "player" || e.predator.classname != "player")\r
+ return;\r
+\r
+ // this entity is pretty much like e.predator but for dead prey, to avoid some conflicts\r
+ e.fakepredator = e.predator;\r
+\r
+ // first release the prey from the predator, as dead prey needs to be attached to predators differently\r
+ // the predator's stomach load is also decreased, as our dead prey doesn't count as actual prey any more\r
+ e.predator.stomach_load -= 1;\r
+ Vore_Weight_apply(e.predator);\r
+ e.predator = world;\r
+\r
+ // now, keep our dead prey inside the predator's stomach\r
+ e.movetype = MOVETYPE_FOLLOW;\r
+ e.takedamage = DAMAGE_NO;\r
+ e.solid = SOLID_NOT;\r
+ e.aiment = e.fakepredator;\r
+ // completely hide the dead body\r
+ e.alpha = -1;\r
+ setmodel(e, "");\r
+}\r
+\r
+void Vore_DeadPrey_Detach(entity e)\r
+{\r
+ // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+\r
+ e.fakepredator = world;\r
+ e.aiment = world;\r
+}\r
+\r
+void Vore_ChoosePreyRelease(entity e)\r
+{\r
+ // if the fulldigest feature is on, we don't spit a dead prey's carcass out\r
+ if(e.health <= 0 && cvar("g_vore_fulldigest"))\r
+ Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
+}\r
+\r
void Vore_Disconnect()\r
{\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
\r
// prey disconnects or goes spectating while inside someone's belly\r
if(self.predator.classname == "player")\r
- Vore_Regurgitate(self);\r
+ Vore_ChoosePreyRelease(self);\r
\r
// pred disconnects or goes spectating with players in their belly\r
else if(self.stomach_load > 0)\r
FOR_EACH_PLAYER(head)\r
{\r
if(head.predator == self)\r
- Vore_Regurgitate(head);\r
+ Vore_ChoosePreyRelease(head);\r
}\r
Vore_Gurglesound(); // stop the gurgling sound\r
}\r
if(cvar("g_vore_regurgitatecolor_release_fade"))\r
{\r
self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
- self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
- self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
if(self.colormod_x > 1)\r
self.colormod_x = 1;\r
+ self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
if(self.colormod_y > 1)\r
self.colormod_y = 1;\r
+ self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
if(self.colormod_z > 1)\r
self.colormod_z = 1;\r
}\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ if(self.deadflag)\r
+ {\r
+ Vore_ChoosePreyRelease(self);\r
+\r
+ // if the predator's dead, we detach the dead prey from him\r
+ if(self.fakepredator.classname != "player" || self.fakepredator.deadflag != DEAD_NO)\r
+ Vore_DeadPrey_Detach(self);\r
+\r
+ return;\r
+ }\r
+\r
if(self.predator.classname != "player")\r
return;\r
\r
- if(self.deadflag || self.predator.deadflag)\r
+ if(self.predator.deadflag)\r
Vore_Regurgitate(self);\r
else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
Vore_Regurgitate(self);\r