if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
return TRUE;\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
if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
return TRUE;\r
}\r
\r
- 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")); // show the weapon model of prey when in the same stomach as them and neighborprey is enabled\r
- else if(self.owner.stat_eaten)\r
- setmodel(self, ""); // hide the weapon model of prey\r
- else\r
+ self.effects &~= EF_NODEPTHTEST;\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
+ {\r
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+ }\r
+ else\r
+ setmodel(self, ""); // hide prey's weapon model\r
return TRUE;\r
}\r
\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
self.colormap = self.owner.colormap;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r
\r
self.clip_load = self.reload_ammo_amount;\r
else\r
{\r
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo) >= 1) // make sure we don't add more ammo than we have\r
{\r
self.clip_load += 1;\r
self.(self.current_ammo) -= 1;\r
\r
// now begin the reloading process\r
\r
+ // weapon reload effects\r
+ if(self.weapon == WEP_GRABBER)\r
+ {\r
+ vector org;\r
+ org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r
+ SpawnCasing (org, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
+ pointparticles(particleeffectnum("grabber_reload"), org, '0 0 0', 1);\r
+ }\r
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r