if not(cvar("g_healthsize"))\r
return;\r
\r
- if not(self.predator.classname == "player" || self.fakeprey)\r
- {\r
self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
\r
- // The following code sets the bounding box to match the player's size.\r
- // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
- // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
- // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
- if(self.crouch)\r
- {\r
- //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if not(self.predator.classname == "player" || self.fakeprey)\r
self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
- }\r
- else\r
- {\r
- //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if not(self.predator.classname == "player" || self.fakeprey)\r
self.view_ofs = PL_VIEW_OFS * self.scale;\r
- }\r
}\r
}\r
\r