set cl_vore_stomachmodel 1 "when enabled, we see the stomach model around us when eaten. -1 = disabled, 1 = enabled, anything between = alpha"\r
set cl_vore_cameraspeed 1.5 "speed at which you see yourself sliding down when swallowed, 0 disables"\r
seta cl_vore_cutvolume_sound 0.75 "sound volume is reduced to this amount when you are in a stomach"\r
- seta cl_vore_cutvolume_music 0.5 "music volume is reduced to this amount when you are in a stomach"\r
+ seta cl_vore_cutvolume_music 0.25 "music volume is reduced to this amount when you are in a stomach"\r
seta cl_vore_cutvolume_fade 0.1 "fading speed of the volume change"\r
seta cl_vore_autodigest 0 "when enabled, the player will automatically begin digesting enemy prey after eating them, as long as no team mates are inside (automated digest key)"\r
set g_vore 1 "enables the vore system, you want this on!"\r
set g_vore_regurgitatecolor_digest "0.15 0.25 0" "the color players will have when digested, only works when g_vore_keepdeadprey is disabled"\r
set g_vore_keepdeadprey 1 "If enabled, prey remains in the stomach after dying, else the predator throws up their dead body. 0 = disabled, 1 = enabled, anything between = probability"\r
\r
+set g_healthsize 100 "Players who are low on health shrink and become smaller, value specifies health at which the player has default size"\r
+set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running"\r
+set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
+set g_healthsize_weapon_scalefactor 0.5 "Amount by which player size resizes the view weapon model"\r
+set g_healthsize_weapon_scalefactor_pos 4 "Amount by which the view model is moved vertically based on player size"\r
+set g_healthsize_min 50 "Player size may not drop below this amount of health"\r
+set g_healthsize_max 150 "Player size may not grow past this amount of health"\r
+\r
// part of an ugly hack for the menu audio sliders to work with the cutsound feature\r
seta menu_volume 0.5\r
seta menu_bgmvolume 1\r
{\r
// check if we can swallow a player instead of firing our weapon\r
\r
+ float swallow_range;\r
vector vore_w_shotorg, vore_w_shotdir;\r
- vore_w_shotorg = self.origin + self.view_ofs;\r
+\r
+ swallow_range = cvar("g_balance_vore_swallow_range");\r
+ if(self.scale) // we can swallow from further or closer based on our size\r
+ swallow_range *= self.scale;\r
+ vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\r
}\r
void Vore_CameraEffect_Apply()\r
{\r
- if(self.predator.classname != "player")\r
+ if not(self.predator.classname == "player" || self.fakeprey)\r
return;\r
\r
if(self.cvar_cl_vore_cameraspeed)\r
else\r
self.cameraeffect_current = self.cameraeffect_target;\r
\r
- self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
+ self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
}\r
\r
.float gurgle_oldstomachload;\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ Vore_CameraEffect_Apply();\r
+ \r
// keepdeadprey - detach dead prey if their predator died or got swallowed\r
if(self.fakepredator.classname == "player")\r
if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r
- Vore_CameraEffect_Apply();\r
- \r
// Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
// (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
kh_Key_DropAll(self, FALSE);\r