self.lip = oldself.lip;\r
self.colormap = oldself.colormap;\r
self.colormod = oldself.colormod;\r
+ self.glowmod = oldself.glowmod;\r
self.iscreature = oldself.iscreature;\r
self.angles = oldself.angles;\r
self.avelocity = oldself.avelocity;\r
self.solid = oldself.solid;\r
self.takedamage = oldself.takedamage;\r
self.think = oldself.think;\r
+ self.scale = oldself.scale;\r
self.customizeentityforclient = oldself.customizeentityforclient;\r
self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
\r
void player_setupanimsformodel()\r
{\r
- // if this is the stomach model (or any model that can't be animated), don't attempt to animate\r
- if(substring(self.model, strlen(self.model) - 3, 3) == "md3") // check model extension\r
- return;\r
-\r
local string animfilename;\r
local float animfile;\r
// defaults for legacy .zym models without animinfo files\r
self.anim_backright = '21 1 1';\r
self.anim_backleft = '22 1 1';\r
animparseerror = FALSE;\r
- animfilename = strcat(self.model, ".animinfo");\r
+ animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
animfile = fopen(animfilename, FILE_READ);\r
if (animfile >= 0)\r
{\r
else\r
dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
\r
- // the line below is disabled due to issues with the stomach model, which cannot be animated.\r
- // customizeentityforclient cannot let this part of the code know whether it's the stomach model or normal\r
- // player model we're using. Attempting to animate the stomach model causes BIG issues, and must not be allowed.\r
-\r
// reset animstate now\r
- //setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
};\r
\r
void player_anim (void)\r
{\r
- // if this is the stomach model (or any model that can't be animated), don't attempt to animate\r
- if(substring(self.model, strlen(self.model) - 3, 3) == "md3") // check model extension\r
- return;\r
-\r
updateanim(self);\r
if (self.weaponentity)\r
updateanim(self.weaponentity);\r
\r
if (!self.animstate_override)\r
{\r
- if (!(self.flags & FL_ONGROUND))\r
+ if(self.stat_eaten)\r
+ {\r
+ if(self.BUTTON_ATCK || self.predator.digesting)\r
+ setanim(self, self.anim_pain2, FALSE, TRUE, FALSE); // looks good for prey attacking the stomach or being digested\r
+ else\r
+ setanim(self, self.anim_jump, FALSE, TRUE, FALSE); // looks good for prey idling inside the stomach\r
+ }\r
+ else if (!(self.flags & FL_ONGROUND))\r
{\r
if (self.crouch)\r
setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
selected = world;\r
selected_score = 0.95; // 18 degrees\r
\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
{\r
if(!self.dropweapon_check)\r
if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
{\r
float n;\r
float tauntrand;\r
+ float vol;\r
\r
if(sample == "")\r
return;\r
else\r
sample = strcat(argv(0), ".wav"); // randomization\r
\r
+ // modified volume, used for attenuated (non-radio) voices\r
+ vol = VOL_BASEVOICE;\r
+ if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
+ vol *= cvar("g_vore_soundocclusion");\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
+ {\r
+ vol /= 2; // volume being greater than 1 causes stuff to brake, so it must be 0.5 at normal scale\r
+ vol *= (self.scale * cvar("g_healthsize_soundfactor"));\r
+ }\r
+ vol = bound(0, vol, 1);\r
+\r
switch(voicetype)\r
{\r
case VOICETYPE_LASTATTACKER_ONLY:\r
if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
- {\r
- if(self.predator.classname == "player")\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
- else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
- }\r
+ soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
- {\r
- if(self.predator.classname == "player")\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
- else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
- }\r
+ soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
if(!teams_matter || msg_entity.team == self.team)\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
- {\r
- if(self.predator.classname == "player")\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
- else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
- }\r
+ soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
tauntrand = random();\r
FOR_EACH_REALCLIENT(msg_entity)\r
if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
- if (msg_entity.cvar_cl_voice_directional >= 1)\r
{\r
- if(self.predator.classname == "player")\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
+ if (msg_entity.cvar_cl_voice_directional >= 1)\r
+ soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
+ soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
- else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
break;\r
case VOICETYPE_TAUNT:\r
if(self.classname == "player")\r
FOR_EACH_REALCLIENT(msg_entity)\r
{\r
if (msg_entity.cvar_cl_voice_directional >= 1)\r
- {\r
- if(self.predator.classname == "player")\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
- else\r
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
- }\r
+ soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
case VOICETYPE_PLAYERSOUND:\r
- if(self.predator.classname == "player")\r
- sound(self, chan, sample, VOL_BASE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_NORM);\r
- else\r
- sound(self, chan, sample, VOL_BASE, ATTN_NORM);\r
+ sound(self, chan, sample, vol, ATTN_NORM);\r
break;\r
case VOICETYPE_GURGLE:\r
if(self.stomach_load)\r
- sound(self, chan, sample, VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit"), ATTN_NORM);\r
+ sound(self, chan, sample, vol * self.stomach_load / g_balance_vore_swallow_limit, ATTN_NORM);\r
else\r
stopsound(self, chan);\r
break;\r