set g_healthsize_max 150 "Player size may not grow past this amount of health"\r
set g_healthsize_death 0.25 "Dead players are further shrunken by this amount"\r
set g_healthsize_death_min -100 "Health at which dead players stop being shrunken"\r
+set g_healthsize_weight 0.75 "Size affects player gravity by this amount"\r
set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running"\r
set g_healthsize_viewfactor 2 "The view is offset by this amount based on player size"\r
set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size"\r
self.stomach_load = final_load;\r
\r
// apply weight\r
- self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+ self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
if(!self.gravity && self.stomach_load)\r
self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
}\r
\r
- +0.8: Some sort of bullet time feature in single player, by setting the slowmo cvar\r
\r
-- 0.8: Make weight depend on player size as well, not only stomach load\r
+- 0.8: Make some g_healthsize cvars g_balance_healthsize, and move them to balanceVT.cfg\r
\r
- 0.8: Make player fatness depend on frags, using a trick I heard about with shaders\r
\r