swallow_complain = "You cannot swallow your team mates\n";\r
else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
- else if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
- swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n");\r
+ else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
+ swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
// position the camera properly for prey\r
void Vore_SetPreyPositions()\r
{\r
+ // self is the predator and head is the prey\r
+\r
local entity head;\r
- local vector oldforward, oldright, oldup;\r
- local float position_counter;\r
local vector origin_apply;\r
- oldforward = v_forward;\r
- oldright = v_right;\r
- oldup = v_up;\r
-\r
- makevectors(self.v_angle);\r
+ local float position_counter;\r
\r
// In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
- // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
+ // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
// For each player, the origin is updated, then a new origin is used for the next player.\r
- // This requires that no more than 9 players can be in a stomach at a time!\r
+ // This requires that no more than 9 players may be in the stomach at a time!\r
FOR_EACH_PLAYER(head)\r
{\r
if(head.predator == self)\r
default:\r
break;\r
}\r
+\r
// since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
- origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
- origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
+\r
+ // change prey height based on scale\r
+ float prey_height;\r
+ prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
+ head.view_ofs_z += prey_height;\r
+\r
position_counter += 1;\r
}\r
}\r
-\r
- v_forward = oldforward;\r
- v_right = oldright;\r
- v_up = oldup;\r
-\r
- /*float prey_height;\r
- if(self.fakeprey)\r
- prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
- else\r
- prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
- self.view_ofs_z += prey_height;*/\r
}\r
\r
.float gurgle_oldstomachload;\r
{\r
// apply digestion to prey\r
\r
- if(time > self.predator.digestion_step)\r
+ if(time > self.digestion_step)\r
{\r
- Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
+ // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
+ float reduce;\r
+ if(cvar("g_balance_vore_digestion_distribute"))\r
+ reduce = self.predator.stomach_load;\r
+ else\r
+ reduce = 1;\r
+\r
+ Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage") / reduce, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
\r
if (self.predator.digestsound_finished < time)\r
{\r
PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
self.predator.digestsound_finished = time + 0.5;\r
}\r
- self.predator.digestion_step = time + steptime;\r
+ self.digestion_step = time + steptime;\r
}\r
\r
if(self.deadflag != DEAD_NO)\r
self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
\r
- if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
- Vore_Regurgitate(self);\r
-\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
}\r