if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
{\r
Client_setmodel(setmodel_state());\r
- if not(self.predator.classname == "player")\r
+ if not(self.predator.classname == "player" || self.fakepredator.classname == "player")\r
self.alpha = default_player_alpha;\r
return TRUE;\r
}\r
if(other.spectatee_status)\r
other = other.enemy; // also do this for the player we are spectating\r
- if(other.predator == self)\r
+ if(other.predator == self || other.fakepredator == self)\r
{\r
applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
Client_setmodel(applymodel);\r
return TRUE;\r
}\r
Client_setmodel(setmodel_state());\r
- if not(self.predator.classname == "player")\r
+ if not(self.predator.classname == "player" || self.fakepredator.classname == "player")\r
self.alpha = default_player_alpha;\r
return TRUE;\r
}\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
+ Vore_DeadPrey_Detach(self);\r
+\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
self.iscreature = TRUE;\r
e.predator = world;\r
}\r
\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+ // ran when the fulldigest feature is enabled and prey stays inside the stomach after dying\r
+\r
+ if(e.fakepredator.classname == "player")\r
+ return;\r
+\r
+ // this entity is pretty much like e.predator but for dead prey, to avoid some conflicts\r
+ e.fakepredator = e.predator;\r
+\r
+ // first release the prey from the predator, as dead prey needs to be attached to predators differently\r
+ // the predator's stomach load is also decreased, as our dead prey doesn't count as actual prey any more\r
+ e.predator.stomach_load -= 1;\r
+ Vore_Weight_apply(e.predator);\r
+ e.predator = world;\r
+\r
+ // now, keep our dead prey inside the predator's stomach\r
+ e.movetype = MOVETYPE_FOLLOW;\r
+ e.aiment = e.fakepredator;\r
+ e.alpha = -1;\r
+}\r
+\r
+void Vore_DeadPrey_Detach(entity e)\r
+{\r
+ // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+\r
+ if(e.fakepredator.classname != "player")\r
+ return;\r
+\r
+ e.movetype = e.vore_oldmovetype;\r
+ e.view_ofs_z = PL_VIEW_OFS_z;\r
+ e.alpha = default_player_alpha;\r
+\r
+ // if we disconnect dead prey from the predator, gib it's body\r
+ if(e.health <= 0)\r
+ e.health = -1000;\r
+\r
+ e.fakepredator = world;\r
+}\r
+\r
+void Vore_ChoosePreyRelease(entity e)\r
+{\r
+ // if the fulldigest feature is on, we don't spit a dead prey's carcass out\r
+ if(e.health <= 0 && cvar("g_vore_fulldigest"))\r
+ {\r
+ Vore_DeadPrey_Configure(e);\r
+\r
+ // if the predator's dead, we detach the dead prey from him\r
+ if(e.fakepredator.deadflag != DEAD_NO)\r
+ Vore_DeadPrey_Detach(e);\r
+ }\r
+ else\r
+ Vore_Regurgitate(e);\r
+}\r
+\r
void Vore_Disconnect()\r
{\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
\r
// prey disconnects or goes spectating while inside someone's belly\r
if(self.predator.classname == "player")\r
- Vore_Regurgitate(self);\r
+ Vore_ChoosePreyRelease(self);\r
\r
// pred disconnects or goes spectating with players in their belly\r
else if(self.stomach_load > 0)\r
FOR_EACH_PLAYER(head)\r
{\r
if(head.predator == self)\r
- Vore_Regurgitate(head);\r
+ Vore_ChoosePreyRelease(head);\r
}\r
Vore_Gurglesound(); // stop the gurgling sound\r
}\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ if(self.deadflag)\r
+ {\r
+ Vore_ChoosePreyRelease(self);\r
+ return;\r
+ }\r
if(self.predator.classname != "player")\r
return;\r
-\r
- if(self.deadflag || self.predator.deadflag)\r
+ if(self.predator.deadflag)\r
Vore_Regurgitate(self);\r
else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
Vore_Regurgitate(self);\r