]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Goodbye old vixen model. We now have a brand new fox player mesh of much higher quali...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index 54faf616cc670a5a7ca604a38bfbb8364e1fbc56..146a763a3a19c5ac73b175b7571ca4e5fc06be5d 100644 (file)
@@ -215,24 +215,24 @@ void Vore_StomachLoad_Apply()
 }\r
 \r
 .entity swallow_model;\r
-float Vore_SwallowModel_CustomizeEntityForClient()\r
+float Vore_GulletModel_CustomizeEntityForClient()\r
 {\r
        // use the same system as the weapon model\r
 \r
        self.viewmodelforclient = self.owner;\r
-       self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
+       self.alpha = self.owner.cvar_cl_vore_gulletmodel;\r
 \r
        if(other.classname == "spectator")\r
        if(other.enemy == self.owner)\r
        {\r
                self.viewmodelforclient = other;\r
-               self.alpha = other.cvar_cl_vore_swallowmodel;\r
+               self.alpha = other.cvar_cl_vore_gulletmodel;\r
        }\r
 \r
        return TRUE;\r
 }\r
 \r
-void Vore_SwallowModel_Think()\r
+void Vore_GulletModel_Think()\r
 {\r
        // update the position of the swallow model to match our swallow progress\r
        float dist;\r
@@ -253,7 +253,7 @@ void Vore_SwallowModel_Think()
        self.nextthink = time;\r
 }\r
 \r
-void Vore_SwallowModel_Update(entity prey, entity pred)\r
+void Vore_GulletModel_Update(entity prey, entity pred)\r
 {\r
        // if we don't have a swallow model already, spawn one\r
        if(!prey.swallow_model)\r
@@ -264,16 +264,16 @@ void Vore_SwallowModel_Update(entity prey, entity pred)
                //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
                prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
                prey.swallow_model.owner = prey;\r
-               prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
-               prey.swallow_model.think = Vore_SwallowModel_Think;\r
+               prey.swallow_model.customizeentityforclient = Vore_GulletModel_CustomizeEntityForClient;\r
+               prey.swallow_model.think = Vore_GulletModel_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
+       string player_gulletmodel;\r
+       player_gulletmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_gullet.iqm"); // 4 is the extension length\r
+       if(prey.swallow_model.model != player_gulletmodel) // player model can be changed while the predator is active\r
+               setmodel(prey.swallow_model, player_gulletmodel);\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
@@ -351,7 +351,7 @@ void Vore_SwallowStep(entity e)
        if(!self.swallow_progress_pred)\r
                PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
 \r
-       Vore_SwallowModel_Update(e, self);\r
+       Vore_GulletModel_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
@@ -360,8 +360,8 @@ void Vore_SwallowStep(entity e)
                fill = cvar("g_balance_vore_swallow_speed_fill_player") * frametime;\r
                if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff_player")) // fill rate depends on predator size compared to prey size\r
                        fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_player"));\r
-               if(cvar("g_balance_vore_swallow_speed_fill_player_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
-                       fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_player_stomachload"), 1)));\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 *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
 \r
                // skill-based speed offset for bots\r
                if(skill && cvar("skill_offset"))\r
@@ -423,7 +423,7 @@ void Vore_Regurgitate(entity e)
        if(cvar("g_balance_vore_swallow_speed_fill_player") && 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
+               Vore_GulletModel_Update(e, e.predator);\r
        }\r
 \r
        // apply regurgitation damage to the predator\r
@@ -933,4 +933,4 @@ void Vore()
 \r
        // always position camera at the center of the stomach, to reduce probability of the view poking out\r
        self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
-}
\ No newline at end of file
+}\r