e.digesting = TRUE;\r
}\r
\r
+void Vore_SwallowModel_Think()\r
+{\r
+ //update the necessary angles to match our view\r
+ //self.angles_x = self.owner.angles_x;\r
+ //self.view_ofs = self.owner.view_ofs;\r
+\r
+ self.view_ofs = '-1 0 0' * (0.5 - self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
+\r
+ // if our swallow progress is gone, the swallow model must also go\r
+ if(!self.owner.swallow_progress_prey)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }\r
+\r
+ self.nextthink = time;\r
+}\r
+\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Update(entity prey)\r
+{\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ \r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+\r
+ prey.swallow_model.skin = self.skin;\r
+ //prey.swallow_model.scale = self.scale; // FIX LATER\r
+\r
+ // apply the properties of the prey\r
+ prey.swallow_model.viewmodelforclient = prey;\r
+ prey.swallow_model.effects |= EF_NOGUNBOB;\r
+ prey.swallow_model.alpha = prey.cvar_cl_vore_stomachmodel;\r
+ prey.swallow_model.colormap = prey.colormap;\r
+ prey.swallow_model.glowmod = prey.glowmod;\r
+\r
+ prey.swallow_model.owner = prey; // owned by the prey\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // if predator has changed, update the swallow model\r
+ if(prey.swallow_model.enemy != self)\r
+ {\r
+ setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.enemy = self; // enemy is the predator\r
+ }\r
+}\r
+\r
.entity pusher;\r
.float pushltime;\r
void Vore_Swallow(entity e)\r
return;\r
}\r
\r
+ Vore_SwallowModel_Update(e);\r
+\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
{\r
float fill;\r
fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
- if(cvar("g_balance_vore_swallow_speed_fill_playerscale")) // fill rate depends on predator size compared to prey size\r
+ if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
fill *= (self.scale / e.scale);\r
+ if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
+ fill /= e.stomach_load;\r
\r
e.swallow_progress_prey += fill;\r
}\r
damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
\r
// apply player scale to digestion damage\r
- if(cvar("g_balance_vore_digestion_playerscale"))\r
+ if(cvar("g_balance_vore_digestion_scalediff"))\r
damage *= (self.predator.scale / self.scale);\r
\r
Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
force = v_forward * cvar("g_balance_vore_kick_force");\r
\r
// apply player scale to the damage / force of the kick\r
- if(cvar("g_balance_vore_kick_playerscale"))\r
+ if(cvar("g_balance_vore_kick_scalediff"))\r
{\r
damage *= (self.scale / self.predator.scale);\r
force *= (self.scale / self.predator.scale);\r