//update the necessary angles to match our view\r
self.angles_x = self.owner.angles_x;\r
self.view_ofs = self.owner.view_ofs;\r
+ self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
\r
// if our swallow progress is gone, the swallow model must also go\r
/*if(!self.owner.swallow_progress_prey)\r
}\r
\r
.entity swallow_model;\r
-void Vore_SwallowModel_Spawn(entity prey)\r
+void Vore_SwallowModel_Update(entity prey)\r
{\r
- entity e;\r
- e = spawn();\r
- \r
- e.movetype = MOVETYPE_FOLLOW;\r
- e.solid = SOLID_NOT;\r
- e.alpha = prey.cvar_cl_vore_stomachmodel;\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ \r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
\r
- // apply the properties of the predator\r
- setmodel(e, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
- //e.skin = self.skin;\r
- e.scale = self.scale;\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.scale = self.scale;\r
\r
- // apply the properties of the prey\r
- e.angles_x = prey.angles_x;\r
- e.aiment = prey;\r
+ // apply the properties of the prey\r
+ prey.swallow_model.aiment = prey;\r
\r
- e.owner = prey; // owned by the prey\r
- e.enemy = self; // enemy is the predator\r
- e.think = Vore_SwallowModel_Think;\r
- e.nextthink = time;\r
+ prey.swallow_model.owner = prey; // owned by the prey\r
+ prey.swallow_model.enemy = self; // enemy is the predator\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // if the model or skin of the prey's swallow model don't match those of our current predator, change them\r
+ string swallow_mdl;\r
+ swallow_mdl = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+ if(prey.swallow_model.model != swallow_mdl)\r
+ setmodel(prey.swallow_model, swallow_mdl);\r
+ if(prey.swallow_model.skin != self.skin)\r
+ prey.swallow_model.skin = self.skin;\r
}\r
\r
.entity pusher;\r
return;\r
}\r
\r
- // if the predator swallowing me has changed, remove the swallow model\r
- if(e.swallow_model != world && e.swallow_model.enemy != self)\r
- {\r
- e.swallow_model.nextthink = 0;\r
- remove(e.swallow_model);\r
- e.swallow_model = world;\r
- }\r
- //set the swallow model for the prey\r
- if(e.swallow_model == world)\r
- Vore_SwallowModel_Spawn(e);\r
+ Vore_SwallowModel_Update(e);\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r