if(!usage)\r
return FALSE;\r
\r
- item.swallow_progress_prey = item.swallow_progress_prey + cvar("g_balance_vore_swallow_speed_fill_item") * pow(player.health / item.health, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
+ // since map items don't have a scale, calculate one based on player size center and the item's health, in order to determine swallowing speed\r
+ float scalediff;\r
+ scalediff = pow((item.health / cvar("g_healthsize_center")) / player.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
+\r
+ item.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill_item") / scalediff;\r
player.swallow_progress_pred = item.swallow_progress_prey;\r
- if(item.swallow_progress_prey < 1 && !cvar("g_balance_vore_swallow_speed_fill_item"))\r
- return FALSE; // swallow progress not full yet\r
+ if(item.swallow_progress_prey < 1 && cvar("g_balance_vore_swallow_speed_fill_item"))\r
+ return FALSE; // swallow progress not full yet, or slow swallowing of items is disabled\r
\r
if(usage > 1)\r
{\r
\r
- 0.8: Does item alpha break any game modes, now that slow swallowing items are implemented?\r
\r
-- 0.8: What should depend on health difference and what should depend on size difference between items and players, for swallowing items?\r
-\r
- 0.8: Should items always be swallowed by standing over them only?\r
\r
- 0.8: Don't allow macros in the tutorial map (use health rot), since their weight makes it impossible to pass some parts\r