Client_setmodel(setmodel_state());\r
self.effects &~= EF_NODEPTHTEST;\r
if not(self.stat_eaten)\r
+ {\r
self.alpha = default_player_alpha;\r
+ if(cvar("g_vore_swallowfade"))\r
+ if not(other == self && !chase)\r
+ self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+ }\r
else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
{\r
self.alpha = default_player_alpha; // allow seeing neighboring prey\r
self.health = -666;\r
self.takedamage = DAMAGE_NO;\r
self.solid = SOLID_NOT;\r
- self.movetype = MOVETYPE_NOCLIP;\r
+ self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
self.flags = FL_CLIENT | FL_NOTARGET;\r
self.armorvalue = 666;\r
self.effects = 0;\r
self.fixangle = TRUE;\r
self.crouch = FALSE;\r
\r
- self.view_ofs = PL_VIEW_OFS;\r
+ self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
setorigin (self, spot.origin);\r
- setsize (self, '0 0 0', '0 0 0');\r
+ setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
self.prevorigin = self.origin;\r
self.items = 0;\r
self.weapons = 0;\r
{\r
//setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
if(!self.stat_eaten)\r
- self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
}\r
\r
self.last_alive_scale = self.scale;\r
\r
void ObserverThink()\r
{\r
+ float prefered_movetype;\r
if (self.flags & FL_JUMPRELEASED) {\r
if (self.BUTTON_JUMP && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
self.flags |= FL_SPAWNING;\r
} else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
if(SpectateNext() == 1) {\r
self.classname = "spectator";\r
}\r
+ } else {\r
+ prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+ if (self.movetype != prefered_movetype)\r
+ self.movetype = prefered_movetype;\r
}\r
} else {\r
if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
}\r
}\r
}\r
+\r
PrintWelcomeMessage(self);\r
}\r
\r
accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
\r
- L0_x = vlen(accel);\r
+ L0_x = vlen(accel) * -1;\r
L0_y = L1_y = vectoyaw(accel);\r
\r
L0 = AnglesTransform_FromAngles(L0);\r