Also cut the veolcity of predators, the closer they are to swallowing. Do it more...
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 13 Jul 2011 01:12:23 +0000 (04:12 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 13 Jul 2011 01:12:23 +0000 (04:12 +0300)
data/balanceVT.cfg
data/qcsrc/server/cl_physics.qc

index 60b21e0..46e1441 100644 (file)
@@ -191,7 +191,8 @@ set g_balance_vore_swallow_speed_fill 3.5 "how long it takes to swallow a player
 set g_balance_vore_swallow_speed_fill_scalediff 1 "fill rate depends on predator size compared to prey size"\r
 set g_balance_vore_swallow_speed_fill_stomachload 1 "fill rate is influenced by the prey's stomach load"\r
 set g_balance_vore_swallow_speed_decrease 0.6 "how fast the swallow progress decreases, when the predator is no longer swallowing"\r
-set g_balance_vore_swallow_speed_cutspd 0.5 "prey movement slows down by this amount the closer they are to being swallowed"\r
+set g_balance_vore_swallow_speed_cutspd_prey 1 "prey movement slows down by this amount the closer they are to being swallowed"\r
+set g_balance_vore_swallow_speed_cutspd_pred 0.5 "predator movement slows down by this amount the closer they are to finishing swallowing"\r
 set g_balance_vore_swallow_speed 1 "how long it takes to swallow a player"\r
 set g_balance_vore_swallow_stealprey 0.7 "probability of stealing someone's prey when eating them (when true their prey joins your stomach rather than popping out). 0 = never, 1 = always"\r
 set g_balance_vore_swallow_dropweapon 0.6 "probability of dropping your weapon when swallowed. 0 = never and 1 = always, does not apply to team mates"\r
index 102680c..b0b0425 100644 (file)
@@ -57,8 +57,10 @@ void PlayerJump (void)
        mjumpheight = cvar("sv_jumpvelocity");\r
        if(self.scale) // we are smaller or larger, so we jump lower or higher\r
                mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
-       if(self.swallow_progress_prey) // cut jumping based on swallow progress\r
-               mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd"));\r
+       if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
+               mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+       if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
+               mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
 \r
        if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
        {\r
@@ -509,8 +511,10 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
                wishspeed *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1);\r
        if(self.scale) // we are smaller or larger, so we run slower or faster\r
                wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
-       if(self.swallow_progress_prey) // cut speed based on swallow progress\r
-               wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd"));\r
+       if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
+               wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+       if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
+               wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
 \r
        if(cvar("sv_gameplayfix_q2airaccelerate"))\r
                wishspeed0 = wishspeed;\r