set g_healthsize_center 100 "Health at which the player has the default size"\r
set g_healthsize_min 50 "Player size may not drop below this amount of health"\r
set g_healthsize_max 150 "Player size may not grow past this amount of health"\r
+set g_healthsize_death 0.25 "Dead players are further shrunken by this amount"\r
+set g_healthsize_death_min -100 "Health at which dead players stop being shrunken"\r
set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running"\r
set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size"\r
set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size"\r
-set g_healthsize_vore_shrinkdeadprey 0.25 "Dead prey will be shrunken by this amount, the closer it gets to the digestion limit"\r
\r
// part of an ugly hack for the menu audio sliders to work with the cutsound feature\r
seta menu_volume 1\r
{\r
if(!cvar("g_healthsize"))\r
return;\r
- // don't scale dead players who aren't prey\r
- if(!self.stat_eaten && self.deadflag != DEAD_NO)\r
- return;\r
\r
// change player scale based on the amount of health we have\r
self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
self.view_ofs = PL_VIEW_OFS * self.scale;\r
}\r
\r
- if(cvar("g_healthsize_vore_shrinkdeadprey") && cvar("g_balance_vore_digestion_limit") < 0)\r
- if(self.deadflag != DEAD_NO && self.stat_eaten)\r
+ if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
{\r
- // dead prey must shrink toward zero as they digest, until they reach digestion limit\r
- self.scale *= 1 - bound(0, (self.health / cvar("g_balance_vore_digestion_limit")) * cvar("g_healthsize_vore_shrinkdeadprey"), 1);\r
+ // dead players shrink to zero as they head toward the health limit\r
+ self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
}\r
\r
if(self.scale < 0.1)\r