return FALSE;\r
}\r
\r
+ if(!cvar("g_vore_spawnshield"))\r
+ if(prey.spawnshieldtime > time)\r
+ {\r
+ if(time > self.complain_vore && self.BUTTON_ATCK)\r
+ {\r
+ play2(self, "misc/forbidden.wav");\r
+ sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
+ self.complain_vore = time + complain_delay_time;\r
+ }\r
+ return FALSE;\r
+ }\r
+\r
return TRUE;\r
}\r
return FALSE;\r
\r
PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
+ e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
e.predator.stomach_load += 1;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
+ e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
e.predator.stomach_load -= 1;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
\r
void Vore_PreyRelease(entity e, float pred_disconnect)\r
{\r
- // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
- if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
+ if(pred_disconnect)\r
{\r
- // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
- if(pred_disconnect)\r
- {\r
- if(e.fakeprey)\r
- Vore_DeadPrey_Detach(e);\r
- }\r
+ if(e.fakeprey)\r
+ Vore_DeadPrey_Detach(e);\r
else\r
- Vore_DeadPrey_Configure(e);\r
+ Vore_Regurgitate(e);\r
}\r
else\r
- Vore_Regurgitate(e);\r
+ {\r
+ // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+ if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+ Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
+ }\r
}\r
\r
void Vore_Disconnect()\r
self.predator.digestion_step = time + steptime;\r
}\r
\r
- if(self.health <= 0)\r
+ if(self.deadflag != DEAD_NO)\r
if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
}\r
\r
Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
- self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
+ self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
+ self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
\r
if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
Vore_Regurgitate(self);\r
self.colormod_z = 1;\r
}\r
\r
- // set all vore related stats\r
- if(self.predator.classname == "player")\r
+ // set all vore stats\r
+ if(self.fakeprey)\r
+ self.stat_eaten = num_for_edict(self.fakepredator);\r
+ else if(self.predator.classname == "player")\r
{\r
self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
if(self.predator.classname != "player")\r
return;\r
\r
- if(self.deadflag)\r
+ if(self.deadflag != DEAD_NO)\r
{\r
Vore_PreyRelease(self, FALSE);\r
return;\r
}\r
\r
- if(self.predator.deadflag)\r
+ if(self.predator.deadflag != DEAD_NO)\r
Vore_Regurgitate(self);\r
else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
Vore_Regurgitate(self);\r
Vore_StomachLeave();\r
\r
Vore_CameraEffect_Apply();\r
+\r
+ // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
+ // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
+ kh_Key_DropAll(self, FALSE);\r
}
\ No newline at end of file