damage_offset = 1;\r
if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
- damage = cvar("g_balance_vore_digestion_damage_item") / damage_offset;\r
+ damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
\r
self.health -= damage;\r
if(self.predator.health + damage <= self.max_health)\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
\r
// predator effects, some common to those in Vore_Swallow\r
PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
pl.regurgitate_prepare = 0;\r
pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
}\r
\r
// give the consumable item to the player touching it\r
if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
{\r
Item_Consumable_Spawn(self, other);\r
remove(self);\r
if(item.dmg) // consumable item\r
{\r
if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
{\r
pickedup = TRUE;\r
Item_Consumable_Spawn(self, player);\r