]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Tweaks to how the predator's angles are applied to prey positions
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index 9a6f1b3c58e55c53dbf0445a8fb87d0bcfa1fb06..77e1d4cdbbd3114333d388e28c9984c0c27c4c44 100644 (file)
@@ -98,9 +98,6 @@ float Vore_CanLeave()
 // position the camera properly for prey\r
 void Vore_SetCamera()\r
 {\r
-       /*if not(self.stat_eaten)\r
-               return;*/\r
-\r
        local entity head;\r
        local vector oldforward, oldright, oldup;\r
        local float position_counter;\r
@@ -110,8 +107,11 @@ void Vore_SetCamera()
        oldup = v_up;\r
 \r
        makevectors(self.v_angle);\r
-       v_forward_z = 0;\r
 \r
+       // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
+       // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
+       // For each player, the origin is updated, then a new origin is used for the next player.\r
+       // This requires that no more than 9 players can be in a stomach at a time!\r
        FOR_EACH_PLAYER(head)\r
        {\r
                if(head.predator == self)\r
@@ -119,14 +119,39 @@ void Vore_SetCamera()
                        switch(position_counter)\r
                        {\r
                                case 0:\r
+                                       origin_apply = '0 0 0'; // first occupant sits in the middle\r
                                        break;\r
                                case 1:\r
-                                       origin_apply = '1 0 0';\r
+                                       origin_apply = '1 0 0'; // second occupant sits in the front\r
+                                       break;\r
+                               case 2:\r
+                                       origin_apply = '-1 0 0'; // third occupant sits in the back\r
+                                       break;\r
+                               case 3:\r
+                                       origin_apply = '0 1 0'; // fourth occupant sits in the right\r
+                                       break;\r
+                               case 4:\r
+                                       origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
+                                       break;\r
+                               case 5:\r
+                                       origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
+                                       break;\r
+                               case 6:\r
+                                       origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
+                                       break;\r
+                               case 7:\r
+                                       origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
+                                       break;\r
+                               case 8:\r
+                                       origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
                                        break;\r
                                default:\r
                                        break;\r
                        }\r
-                       head.view_ofs = PL_PREY_VIEW_OFS + (v_forward + origin_apply * 16);\r
+                       // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
+                       origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
+                       origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
+                       head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
                        position_counter += 1;\r
                }\r
        }\r