// position the camera properly for prey\r
void Vore_SetPreyPositions()\r
{\r
+ // self is the predator and head is the prey\r
+\r
local entity head;\r
local vector oldforward, oldright, oldup;\r
- local float position_counter;\r
local vector origin_apply;\r
+ local float position_counter;\r
+\r
oldforward = v_forward;\r
oldright = v_right;\r
oldup = v_up;\r
-\r
makevectors(self.v_angle);\r
\r
// In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
- // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
+ // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
// For each player, the origin is updated, then a new origin is used for the next player.\r
- // This requires that no more than 9 players can be in a stomach at a time!\r
+ // This requires that no more than 9 players may be in the stomach at a time!\r
FOR_EACH_PLAYER(head)\r
{\r
if(head.predator == self)\r
default:\r
break;\r
}\r
+\r
// since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
+\r
position_counter += 1;\r
}\r
}\r