set g_vore_keepdeadprey 1 "If enabled, prey remains in the stomach after dying, else the predator throws up their dead body. 0 = disabled, 1 = enabled, anything between = probability"\r
\r
set g_healthsize 1 "Players who are low on health shrink and become smaller"\r
-set g_healthsize_speed 0.1 "Players who are low on health shrink and become smaller"\r
\r
// part of an ugly hack for the menu audio sliders to work with the cutsound feature\r
seta menu_volume 0.5\r
return vercmp_recursive(v1, v2);\r
}\r
\r
-.float current_scale;\r
void ApplyHealthSize()\r
{\r
if not(cvar("g_healthsize"))\r
return;\r
\r
- self.current_scale = self.health / 100; // range between 0 and 100\r
- self.current_scale = bound(0, self.current_scale, 100);\r
-\r
- if(self.scale < self.current_scale - self.scale)\r
- self.scale += cvar("g_healthsize_speed") * sys_frametime;\r
- else if(self.scale > self.current_scale + self.scale)\r
- self.scale -= cvar("g_healthsize_speed") * sys_frametime;\r
- else\r
- self.scale = self.current_scale;\r
+ self.scale = self.health / 100; // ranges between 0 and 100\r
\r
// The following code sets the bounding box to match the player's size.\r
// It is currently disabled because of issues with engine movement prediction (cl_movement).\r