.float regurgitate_prepare;\r
.float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
+.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
\r
const float system_delay_time = 0.1;\r
const float complain_delay_time = 1;\r
else\r
self.cameraeffect_current = self.cameraeffect_target;\r
\r
- self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
+ self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
}\r
\r
.float gurgle_oldstomachload;\r
\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
- e.vore_oldview_ofs_z = e.view_ofs_z;\r
\r
e.predator = self;\r
setorigin(e, e.predator.origin);\r
e.movetype = e.vore_oldmovetype;\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
- e.view_ofs_z = e.vore_oldview_ofs_z;\r
+ e.view_ofs_z = PL_VIEW_OFS_z;\r
e.alpha = default_player_alpha;\r
\r
// apply velocities\r