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_neighborprey_distance") && 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
\r
Vore_DeadPrey_Detach(self);\r
self.fakeprey = FALSE; // clear the fakeprey status\r
+ self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
WriteString(MSG_ENTITY, world.fog);\r
else\r
WriteString(MSG_ENTITY, "");\r
- WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
+ WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\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
+ WriteShort(MSG_ENTITY, cvar("g_vore"));\r
+ WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
+\r
+ // tell the client if this server uses armor\r
+ float armor_max;\r
+ if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+ armor_max = cvar("g_balance_armor_limit");\r
+ WriteCoord(MSG_ENTITY, armor_max);\r
+\r
+ float teamheal_max;\r
+ if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
+ teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
+ WriteCoord(MSG_ENTITY, teamheal_max);\r
+\r
return TRUE;\r
}\r
\r
ctf_clientconnect();\r
}*/\r
\r
- if(teams_matter || radar_showennemies)\r
- attach_entcs();\r
+ attach_entcs();\r
\r
bot_relinkplayerlist();\r
\r
=============\r
*/\r
.entity chatbubbleentity;\r
-.entity teambubbleentity;\r
void ReadyCount();\r
void ClientDisconnect (void)\r
{\r
if (self.chatbubbleentity)\r
remove (self.chatbubbleentity);\r
\r
- if (self.teambubbleentity)\r
- remove (self.teambubbleentity);\r
-\r
if (self.killindicator)\r
remove (self.killindicator);\r
\r
}\r
}\r
\r
-void TeamBubbleThink()\r
-{\r
- self.nextthink = time;\r
- if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
- {\r
- if(self.owner) // but why can that ever be world?\r
- self.owner.teambubbleentity = world;\r
- remove(self);\r
- return;\r
- }\r
-// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now\r
- if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
- self.model = "";\r
- else\r
- {\r
- if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
- if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
- setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
- else\r
- setmodel(self, "models/misc/teambubble.spr");\r
- }\r
-};\r
-\r
-float TeamBubble_customizeentityforclient()\r
-{\r
- return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
-}\r
-\r
-void UpdateTeamBubble()\r
-{\r
- if (!self.modelindex || !teams_matter)\r
- return;\r
- // spawn a teambubble entity if needed\r
- if (!self.teambubbleentity && teams_matter)\r
- {\r
- self.teambubbleentity = spawn();\r
- self.teambubbleentity.owner = self;\r
- self.teambubbleentity.exteriormodeltoclient = self;\r
- self.teambubbleentity.think = TeamBubbleThink;\r
- self.teambubbleentity.nextthink = time;\r
- setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
-// setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
- setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
- setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth\r
-// self.teambubbleentity.mdl = self.teambubbleentity.model;\r
-// self.teambubbleentity.model = self.teambubbleentity.mdl;\r
- self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
- self.teambubbleentity.effects = EF_LOWPRECISION;\r
- }\r
-}\r
-\r
// LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
// added to the model skins\r
/*void UpdateColorModHack()\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
if(self.classname == "player") {\r
CheckRules_Player();\r
UpdateChatBubble();\r
- UpdateTeamBubble();\r
if (self.impulse)\r
ImpulseCommands();\r
if (intermission_running)\r