item.angles_y = e.predator.angles_y;\r
makevectors(e.predator.v_angle);\r
item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
- e.predator.velocity = e.predator.velocity + (-v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff); // don't use += here to avoid a fteqcc bug\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
item.touch = Item_DroppedConsumable_Touch;\r
item.cnt = time + 1; // 1 second delay\r
SUB_SetFade(item, time + 20, 1);\r
// apply velocities\r
makevectors(e.predator.v_angle);\r
e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
- e.predator.velocity = e.predator.velocity + (-v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff); // don't use += here to avoid a fteqcc bug\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r