]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Also show the swallow model to a prey that's been regurgitated, if we give them swall...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index 3e6cac564d9c809e00d03b31fe75fad7d86d2e87..9f9dd7657096d03d13206a785dec349704047ef7 100644 (file)
@@ -199,54 +199,61 @@ void Vore_AutoDigest(entity e)
        e.digesting = TRUE;\r
 }\r
 \r
+.entity swallow_model;\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
+       //update the position of the swallow model to match our swallow progress\r
+       float dist;\r
+       dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
+       if(cvar("g_healthsize"))\r
+               dist *= self.scale;\r
+       self.view_ofs = '1 0 0' * dist;\r
+\r
+       // if our swallow progress is gone, the swallow model also goes\r
+       if(!self.owner.swallow_progress_prey)\r
+       {\r
+               remove(self.owner.swallow_model);\r
+               self.owner.swallow_model = world;\r
                return;\r
-       }*/\r
+       }\r
 \r
+       // properties that should update whenever possible, but when the predator is not available\r
+       self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
        self.nextthink = time;\r
 }\r
 \r
-.entity swallow_model;\r
-void Vore_SwallowModel_Update(entity prey)\r
+void Vore_SwallowModel_Update(entity prey, entity pred)\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
+\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
+               prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
+               //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+               prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
+               prey.swallow_model.glowmod = prey.glowmod; // glow color\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
+       // properties that should update whenever possible, but when the predator is available\r
+       string player_swallowmodel;\r
+       player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+       if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
+               setmodel(prey.swallow_model, player_swallowmodel);\r
+       if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
+               prey.swallow_model.skin = pred.skin;\r
+       if(cvar("g_healthsize"))\r
+               prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
+       if(prey.swallow_model.enemy != pred)\r
+               prey.swallow_model.enemy = pred; // enemy is the predator\r
 }\r
 \r
 .entity pusher;\r
@@ -305,7 +312,7 @@ void Vore_SwallowStep(entity e)
                return;\r
        }\r
 \r
-       Vore_SwallowModel_Update(e);\r
+       Vore_SwallowModel_Update(e, self);\r
 \r
        // increase the progress value until it reaches 1, then swallow the player\r
        if(e.swallow_progress_prey < 1)\r
@@ -354,8 +361,11 @@ void Vore_Regurgitate(entity e)
        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
+       if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
+       {\r
                e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+               Vore_SwallowModel_Update(e, e.predator);\r
+       }\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