Run the camera effect when fake prey too
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 2 May 2011 17:05:38 +0000 (20:05 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 2 May 2011 17:05:38 +0000 (20:05 +0300)
data/qcsrc/server/vore.qc

index 9837a563848b0081e3378a66139958a325aeb7d3..7a1d2215fc4964de3422495083134c63ed703632 100644 (file)
@@ -124,7 +124,7 @@ void Vore_CameraEffect_Set(entity e)
 }\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
@@ -623,6 +623,8 @@ void Vore()
 // 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
@@ -663,8 +665,6 @@ void Vore()
        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