\r
void Vore_PreyRelease(entity e, float pred_disconnect)\r
{\r
- // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
- if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+ if(pred_disconnect)\r
{\r
- // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
- if(pred_disconnect)\r
- {\r
- if(e.fakeprey)\r
- Vore_DeadPrey_Detach(e);\r
- }\r
+ if(e.fakeprey)\r
+ Vore_DeadPrey_Detach(e);\r
else\r
- Vore_DeadPrey_Configure(e);\r
+ Vore_Regurgitate(e);\r
}\r
else\r
- Vore_Regurgitate(e);\r
+ {\r
+ // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+ if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+ Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
+ }\r
}\r
\r
void Vore_Disconnect()\r