}\r
\r
// properties that should update whenever possible, but when the predator is not available\r
- self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
+ self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
self.nextthink = time;\r
}\r
\r
// apply the properties of the prey\r
prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
//prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+ prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
prey.swallow_model.glowmod = prey.glowmod; // glow color\r
\r
}\r
}\r
\r
+.float kick_pressed;\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
- if(time > self.stomachkick_delay)\r
+ if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
float damage;\r
vector force;\r
self.predator.regurgitate_prepare = 0;\r
\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
+ if(cvar("g_balance_vore_kick_repress"))\r
+ if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
+ self.kick_pressed = TRUE;\r
}\r
}\r
\r
Vore_Teamheal();\r
\r
// execute prey commands\r
- if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
- Vore_StomachKick();\r
+ if(self.BUTTON_ATCK)\r
+ {\r
+ if(cvar("g_vore_kick"))\r
+ Vore_StomachKick();\r
+ }\r
+ else\r
+ self.kick_pressed = FALSE;\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r