e.digesting = TRUE;\r
}\r
\r
+void Vore_SwallowModel_Think()\r
+{\r
+ //update the necessary angles to match our view\r
+ self.angles_x = self.owner.angles_x;\r
+ self.view_ofs = self.owner.view_ofs;\r
+ self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
+\r
+ // if our swallow progress is gone, the swallow model must also go\r
+ /*if(!self.owner.swallow_progress_prey)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }*/\r
+\r
+ self.nextthink = time;\r
+}\r
+\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Update(entity prey)\r
+{\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ \r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.scale = self.scale;\r
+\r
+ // apply the properties of the prey\r
+ prey.swallow_model.aiment = prey;\r
+\r
+ prey.swallow_model.owner = prey; // owned by the prey\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // if predator has changed, update the swallow model\r
+ if(prey.swallow_model.enemy != self)\r
+ {\r
+ setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.enemy = self; // enemy is the predator\r
+ }\r
+}\r
+\r
.entity pusher;\r
.float pushltime;\r
void Vore_Swallow(entity e)\r
return;\r
}\r
\r
+ Vore_SwallowModel_Update(e);\r
+\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
- e.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
+ {\r
+ float fill;\r
+ fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
+ if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= (self.scale / e.scale);\r
+ if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
+ fill /= e.stomach_load;\r
+\r
+ e.swallow_progress_prey += fill;\r
+ }\r
else\r
{\r
Vore_Swallow(e);\r
e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
+ // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
+ if(cvar("g_balance_vore_swallow_speed_fill"))\r
+ e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+\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("regurgitate"), e.predator.origin, '0 0 0', 1);\r
damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
\r
// apply player scale to digestion damage\r
- if(cvar("g_balance_vore_digestion_playerscale"))\r
- damage *= self.predator.scale;\r
+ if(cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= (self.predator.scale / self.scale);\r
\r
Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
force = v_forward * cvar("g_balance_vore_kick_force");\r
\r
// apply player scale to the damage / force of the kick\r
- if(cvar("g_balance_vore_kick_playerscale"))\r
+ if(cvar("g_balance_vore_kick_scalediff"))\r
{\r
- damage *= self.scale;\r
- force *= self.scale;\r
+ damage *= (self.scale / self.predator.scale);\r
+ force *= (self.scale / self.predator.scale);\r
}\r
\r
Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r