// self is the predator and head is the prey\r
\r
local entity head;\r
- local vector oldforward, oldright, oldup;\r
local vector origin_apply;\r
local float position_counter;\r
\r
- oldforward = v_forward;\r
- oldright = v_right;\r
- oldup = v_up;\r
- makevectors(self.v_angle);\r
-\r
// In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
// else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
// For each player, the origin is updated, then a new origin is used for the next player.\r
}\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
- origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
- origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
\r
position_counter += 1;\r
}\r
}\r
-\r
- v_forward = oldforward;\r
- v_right = oldright;\r
- v_up = oldup;\r
}\r
\r
.float gurgle_oldstomachload;\r