{\r
// check if we can swallow a player instead of firing our weapon\r
\r
- vector w_shotorg, w_shotdir;\r
- w_shotorg = self.origin + self.view_ofs;\r
- w_shotdir = v_forward;\r
+ vector vore_w_shotorg, vore_w_shotdir;\r
+ vore_w_shotorg = self.origin + self.view_ofs;\r
+ vore_w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\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
\r
+ if(self.weapon)\r
+ {\r
+ // if we still have a weapon, play the swing animation for it\r
+ weapon_thinkf(WFRAME_FIRE2, time + cvar("g_balance_vore_kick_delay"), w_ready); // only intended to animate the gun, does not do any damage\r
+ }\r
+\r
if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
Vore_Regurgitate(self);\r
\r