\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
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(e.deadflag != DEAD_NO && cvar("g_vore_keepdeadprey"))\r
{\r
// if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
if(pred_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
if(time > self.stomachkick_delay)\r
{\r
- float damage, force, rekick;\r
- entity e;\r
-\r
+ float damage;\r
damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
- force = cvar("g_balance_vore_kick_force");\r
- rekick = time + cvar("g_balance_vore_kick_delay");\r
-\r
- // if we still have a weapon, we use that to kick for more damage\r
- // stomach kicking with a weapon does nothing more than boosting existing damage\r
- if(self.weapon)\r
- {\r
- e = get_weaponinfo(self.weapon);\r
- damage += cvar(strcat("g_balance_", e.netname, "_kick_damage"));\r
- force += cvar(strcat("g_balance_", e.netname, "_kick_force"));\r
- rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire"));\r
- if (!g_norecoil)\r
- self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil"));\r
- sound (self, CHAN_WEAPON, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
- weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above\r
- }\r
\r
- Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * force);\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
\r
- self.stomachkick_delay = rekick;\r
+ self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
}\r
\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