}\r
SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
}\r
+ portrait(attacker, targ);\r
}\r
else\r
{\r
}\r
SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
}\r
+ portrait(attacker, targ);\r
}\r
\r
if(sv_gentle) {\r
LogDeath("accident", deathtype, targ, targ);\r
}\r
\r
+ // we lose all armor when we die\r
+ targ.armorvalue = 0;\r
+\r
targ.death_origin = targ.origin;\r
if(targ != attacker)\r
targ.killer_origin = attacker.origin;\r
\r
// if a predator is taking damage, check if he should regurgitate his prey, based on the damage he took\r
if(cvar("g_balance_vore_escapeprobability"))\r
- {\r
- entity e;\r
- FOR_EACH_PLAYER(e)\r
- {\r
- if(e.predator != world && e.predator == targ)\r
- if(random() < cvar("g_balance_vore_escapeprobability") * damage)\r
- Vore_Regurgitate(e);\r
- }\r
- }\r
+ if(targ.stomach_load && random() < cvar("g_balance_vore_escapeprobability") * damage)\r
+ targ.regurgitate_prepare = -1;\r
\r
// nullify damage if teamplay is on\r
if(deathtype != DEATH_TELEFRAG)\r
attacker.teamkill_complain = time + 5;\r
attacker.teamkill_soundtime = time + 0.4;\r
attacker.teamkill_soundsource = targ;\r
+ portrait(targ, attacker);\r
}\r
}\r
}\r
\r
// lean the player based on the amount of damage taken\r
if(cvar("g_leanplayer_damage"))\r
- if(WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
+ if(targ.classname == "player" && WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
{\r
targ.leanangle_damage_loc = hitloc - targ.origin;\r
targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r