{\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
+ e.aiment = 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
if(self.deadflag)\r
{\r
Vore_ChoosePreyRelease(self);\r
+\r
+ // if the predator's dead, we detach the dead prey from him\r
+ if(self.fakepredator.classname != "player" || self.fakepredator.deadflag != DEAD_NO)\r
+ Vore_DeadPrey_Detach(self);\r
+\r
return;\r
}\r
+\r
if(self.predator.classname != "player")\r
return;\r
+\r
if(self.predator.deadflag)\r
Vore_Regurgitate(self);\r
else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r