e.predator = world;\r
}\r
\r
-void Vore_Disconnect()\r
+void Vore_Disconnect(float consumables)\r
{\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
entity e;\r
Vore_Regurgitate(head);\r
}\r
// remove consumable items when we disconnect\r
- for(e = world; (e = find(e, classname, "consumable")); )\r
+ if(consumables)\r
{\r
- if(e.predator == self)\r
- Item_Consumable_Remove(e, TRUE);\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
}\r
\r
self.stomach_load = self.gravity = 0; // prevents a bug\r
// apply delays and skip the vore system under some circumstances\r
if(!cvar("g_vore")) // the vore system is disabled\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(TRUE);\r
return;\r
}\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(FALSE);\r
return;\r
}\r
if(self.spectatee_status)\r