Use a separate view offset for prey
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 2 May 2011 17:08:44 +0000 (20:08 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 2 May 2011 17:08:44 +0000 (20:08 +0300)
data/qcsrc/server/constants.qh
data/qcsrc/server/vore.qc

index eb5403d76e99db39d7dbbf67f89835e8834ba691..4452d487d1752b9c3e8ae3cce3a801bc3e26af9b 100644 (file)
@@ -130,6 +130,7 @@ vector      PL_MAX                                  = '16 16 45';
 vector PL_CROUCH_VIEW_OFS                      = '0 0 15';\r
 vector PL_CROUCH_MIN                           = '-16 -16 -24';\r
 vector PL_CROUCH_MAX                           = '16 16 25';\r
+vector PL_PREY_VIEW_OFS                        = '0 0 15';\r
 \r
 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just\r
 // did this so at least they worked\r
index 7a1d2215fc4964de3422495083134c63ed703632..60999e71fe0f3474eabc1923e7413833c8aa8f37 100644 (file)
@@ -141,7 +141,7 @@ void Vore_CameraEffect_Apply()
        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