From: MirceaKitsune Date: Tue, 3 May 2011 23:04:00 +0000 (+0300) Subject: Tweaks to how the predator's angles are applied to prey positions X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=commitdiff_plain;h=68f7675af42b2eae7e49862f37928d4043bfde9d Tweaks to how the predator's angles are applied to prey positions --- diff --git a/data/qcsrc/server/vore.qc b/data/qcsrc/server/vore.qc index 0202e5af..77e1d4cd 100644 --- a/data/qcsrc/server/vore.qc +++ b/data/qcsrc/server/vore.qc @@ -107,7 +107,6 @@ void Vore_SetCamera() oldup = v_up; makevectors(self.v_angle); - v_forward_z = 0; // In order to allow prey to see each other in the stomach, we must position each occupant differently, // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach. @@ -150,7 +149,9 @@ void Vore_SetCamera() break; } // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset - head.view_ofs = PL_PREY_VIEW_OFS + (v_forward + origin_apply * cvar("g_vore_neighborprey_distance")); + origin_apply_x *= v_forward_x; // position depends on the predator's rotation + origin_apply_y *= v_forward_y; // position depends on the predator's rotation + head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance"); position_counter += 1; } }