if(other.predator == self || other.fakepredator == self)\r
{\r
Client_setmodel(stomachmodel);\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
}\r
\r
Client_setmodel(setmodel_state());\r
+ self.effects &~= EF_NODEPTHTEST;\r
if not(self.stat_eaten || self.fakeprey)\r
self.alpha = default_player_alpha;\r
else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+ {\r
self.alpha = default_player_alpha; // allow seeing neighboring prey\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+ }\r
else\r
self.alpha = -1; // hide prey\r
return TRUE;\r
return TRUE;\r
}\r
\r
+ self.effects &~= EF_NODEPTHTEST;\r
if not(self.owner.stat_eaten)\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+ {\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+ }\r
else\r
setmodel(self, ""); // hide prey's weapon model\r
return TRUE;\r
// apply the properties of the prey\r
prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
//prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+ prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
prey.swallow_model.glowmod = prey.glowmod; // glow color\r
\r