From 68f7675af42b2eae7e49862f37928d4043bfde9d Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Wed, 4 May 2011 02:04:00 +0300 Subject: [PATCH 1/1] Tweaks to how the predator's angles are applied to prey positions --- data/qcsrc/server/vore.qc | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) 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; } } -- 2.39.2