e.solid = e.vore_oldsolid;\r
e.alpha = 0; // best way of hiding / showing the eaten player\r
e.view_ofs_z *= 2; // best positioning for the stomach model\r
- e.velocity = (randomvec() - randomvec()) * cvar("g_balance_vore_regurgitate_force");\r
e.stat_eaten = FALSE;\r
\r
+ // velocities\r
+ local vector oldforward, oldright, oldup;\r
+ oldforward = v_forward;\r
+ oldright = v_right;\r
+ oldup = v_up;\r
+ makevectors(e.eater.v_angle);\r
+ e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
+ e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
+ v_forward = oldforward;\r
+ v_right = oldright;\r
+ v_up = oldup;\r
+\r
PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
if (self.eater.digestsound_finished < time)\r
{\r
self.eater.digestsound_finished = time + 0.5;\r
- sound (self.eater, CHAN_PLAYER, "player/digest.wav", VOL_BASE, ATTN_NORM);\r
+ PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
}\r
self.eater.digestion_step = time;\r
}\r
}\r
}\r
\r
+.float gurglesound_finished, gurglesound_oldstomachload;\r
+void Vore_Gurglesound()\r
+{\r
+ if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)\r
+ {\r
+ GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+\r
+ self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
+ self.gurglesound_oldstomachload = self.stomach_load;\r
+ }\r
+}\r
+\r
void Vore()\r
{\r
// skip the vore system under some circumstances\r
}\r
}\r
\r
+ if(cvar("g_vore_gurglesound"))\r
+ Vore_Gurglesound();\r
+\r
// --------------------------------\r
// Code that addresses the prey:\r
// --------------------------------\r