-.float vore_frametime;\r
.float regurgitate_prepare;\r
.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\r
vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
+ if(self.antilag_debug)\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
+ else\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\r
// Code that addresses predators:\r
// --------------------------------\r
\r
- // only scan prey each server frame, else we get major breakage in multiplayer\r
- if(self.vore_frametime <= time)\r
- {\r
+ // only scan prey between server frames, else we get major breakage in multiplayer and jitter\r
+ if(!frametime)\r
self.prey = Swallow_player_check();\r
- self.vore_frametime = time + sys_frametime;\r
- }\r
\r
// attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
self.stat_canswallow = 0;\r