Don't attempt to rotate positions based on predator angles. It didn't work right...
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 4 May 2011 00:17:33 +0000 (03:17 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 4 May 2011 00:17:33 +0000 (03:17 +0300)
data/qcsrc/server/vore.qc

index 39c64b9..fff85c5 100644 (file)
@@ -101,15 +101,9 @@ void Vore_SetPreyPositions()
        // self is the predator and head is the prey\r
 \r
        local entity head;\r
-       local vector oldforward, oldright, oldup;\r
        local vector origin_apply;\r
        local float position_counter;\r
 \r
-       oldforward = v_forward;\r
-       oldright = v_right;\r
-       oldup = v_up;\r
-       makevectors(self.v_angle);\r
-\r
        // In order to allow prey to see each other in the stomach, we must position each occupant differently,\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
@@ -152,8 +146,6 @@ void Vore_SetPreyPositions()
                        }\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
@@ -165,10 +157,6 @@ void Vore_SetPreyPositions()
                        position_counter += 1;\r
                }\r
        }\r
-\r
-       v_forward = oldforward;\r
-       v_right = oldright;\r
-       v_up = oldup;\r
 }\r
 \r
 .float gurgle_oldstomachload;\r