Client_setmodel(setmodel_state());\r
if not(self.predator.classname == "player" || self.fakeprey)\r
self.alpha = default_player_alpha;\r
+ else\r
+ self.alpha = -1; // hide all prey\r
return TRUE;\r
}\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
Vore_DeadPrey_Detach(self);\r
+ self.fakeprey = 0; // completely clear the fakeprey status\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
else self.colormod = '1 1 1';\r
};*/\r
\r
+.float oldcolormap;\r
void respawn(void)\r
{\r
+ if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+ {\r
+ self.solid = SOLID_NOT;\r
+ self.takedamage = DAMAGE_NO;\r
+ self.movetype = MOVETYPE_FLY;\r
+ self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+ self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+ self.effects |= EF_ADDITIVE;\r
+ self.oldcolormap = self.colormap;\r
+ self.colormap = 512;\r
+ pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+ if(cvar("g_respawn_ghosts_maxtime"))\r
+ SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+ }\r
+\r
CopyBody(1);\r
self.effects |= EF_NODRAW; // prevent another CopyBody\r
+ if(self.oldcolormap)\r
+ {\r
+ self.colormap = self.oldcolormap;\r
+ self.oldcolormap = 0;\r
+ }\r
PutClientInServer();\r
}\r
\r
self.dmg_save = spectatee.dmg_save;\r
self.dmg_inflictor = spectatee.dmg_inflictor;\r
self.angles = spectatee.v_angle;\r
+ self.scale = spectatee.scale;\r
self.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
return vercmp_recursive(v1, v2);\r
}\r
\r
-.float current_scale;\r
void ApplyHealthSize()\r
{\r
+ // change player scale based on the amount of health we have\r
+\r
if not(cvar("g_healthsize"))\r
return;\r
\r
- self.current_scale = self.health / 100; // range between 0 and 100\r
- self.current_scale = bound(0, self.current_scale, 100);\r
+ self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
\r
- if(self.scale < self.current_scale - self.scale)\r
- self.scale += cvar("g_healthsize_speed") * sys_frametime;\r
- else if(self.scale > self.current_scale + self.scale)\r
- self.scale -= cvar("g_healthsize_speed") * sys_frametime;\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if not(self.predator.classname == "player" || self.fakeprey > 1)\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
else\r
- self.scale = self.current_scale;\r
-\r
- self.mins = PL_MIN * self.scale;\r
- self.maxs = PL_MAX * self.scale;\r
- setsize (self, self.mins, self.maxs);\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if not(self.predator.classname == "player" || self.fakeprey > 1)\r
+ self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ }\r
}\r
\r
void ObserverThink()\r
// core code for the vore system\r
Vore();\r
\r
- // health based player size\r
- ApplyHealthSize();\r
-\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
}\r
}\r
\r
+ ApplyHealthSize();\r
+\r
FixPlayermodel();\r
\r
GrabberFrame();\r