return plyermodel;\r
}\r
\r
-void setmodel_apply(string modelname)\r
+void setmodel_apply(string modelname, float reset_anims)\r
{\r
precache_model(modelname);\r
setmodel(self, modelname); // players have high precision\r
- player_setupanimsformodel();\r
+ if(reset_anims)\r
+ player_setupanimsformodel();\r
}\r
\r
string setmodel_state()\r
applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply(applymodel);\r
+ setmodel_apply(applymodel, FALSE);\r
setsize (self, m1, m2);\r
}\r
\r
if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
if(other.predator == self || other.fakepredator == self)\r
{\r
- if(self.model != stomachmodel) // don't execute each frame\r
- {\r
- Client_setmodel(stomachmodel);\r
- self.frame = 0; // don't use any animations as a stomach\r
- self.alpha = other.cvar_cl_vore_stomachmodel;\r
- }\r
+ Client_setmodel(stomachmodel);\r
+ self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
}\r
\r
- if(self.model != setmodel_state()) // don't execute each frame\r
- {\r
- Client_setmodel(setmodel_state());\r
- if not(self.predator.classname == "player" || self.fakeprey)\r
- self.alpha = default_player_alpha;\r
- }\r
+ Client_setmodel(setmodel_state());\r
+ if not(self.predator.classname == "player" || self.fakeprey)\r
+ self.alpha = default_player_alpha;\r
return TRUE;\r
}\r
\r
{\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply (defaultmodel);\r
+ setmodel_apply (defaultmodel, TRUE);\r
setsize (self, m1, m2);\r
chmdl = TRUE;\r
}\r
self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply (self.playermodel);\r
+ setmodel_apply (self.playermodel, TRUE);\r
setsize (self, m1, m2);\r
chmdl = TRUE;\r
}\r
return vercmp_recursive(v1, v2);\r
}\r
\r
+void ApplyHealthSize()\r
+{\r
+ if not(cvar("g_healthsize"))\r
+ return;\r
+\r
+ if(self.predator.classname == "player" || self.fakeprey)\r
+ {\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.predator.scale;\r
+ self.scale = 0;\r
+ }\r
+ else\r
+ {\r
+ self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\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
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ }\r
+ }\r
+}\r
+\r
void ObserverThink()\r
{\r
if (self.flags & FL_JUMPRELEASED) {\r
}\r
}\r
\r
+ // health based player size\r
+ ApplyHealthSize();\r
+\r
FixPlayermodel();\r
\r
GrabberFrame();\r