e.digesting = TRUE;\r
}\r
\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Think()\r
+{\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
+ // 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
+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
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+\r
+ // apply the properties of the 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
+ // 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
.float pushltime;\r
void Vore_Swallow(entity e)\r
return;\r
}\r
\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
{\r
float fill;\r
fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
- if(cvar("g_balance_vore_swallow_speed_fill_healthsize")) // fill rate depends on predator size\r
- fill *= self.scale;\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
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
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