if(other.predator == self)\r
{\r
Client_setmodel(stomachmodel);\r
+ self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
vector PL_CROUCH_VIEW_OFS = '0 0 15';\r
vector PL_CROUCH_MIN = '-16 -16 -24';\r
vector PL_CROUCH_MAX = '16 16 25';\r
-vector PL_PREY_VIEW_OFS = '0 0 15';\r
+vector PL_PREY_VIEW_OFS = '0 0 25';\r
\r
// Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just\r
// did this so at least they worked\r
{\r
origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
- origin_apply_z = PL_PREY_VIEW_OFS_z;\r
+ origin_apply_z = PL_PREY_VIEW_OFS_z * pred.scale;\r
\r
// since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
head.view_ofs = origin_apply;\r