e.digesting = TRUE;\r
}\r
\r
+void Vore_SwallowModel_Think()\r
+{\r
+ //update the necessary angles to match our view\r
+ self.angles_x = self.owner.angles_x;\r
+\r
+ // if our swallow progress is gone, the swallow model must also go\r
+ if(!self.owner.swallow_progress_prey)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }\r
+\r
+ self.nextthink = time;\r
+}\r
+\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Spawn(entity prey)\r
+{\r
+ entity e;\r
+ e = spawn();\r
+ \r
+ e.movetype = MOVETYPE_FOLLOW;\r
+ e.solid = SOLID_NOT;\r
+ e.alpha = prey.cvar_cl_vore_stomachmodel;\r
+\r
+ // apply the properties of the predator\r
+ setmodel(e, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
+ //e.skin = self.skin;\r
+ e.scale = self.scale;\r
+\r
+ // apply the properties of the prey\r
+ e.angles_x = prey.angles_x;\r
+ e.aiment = prey;\r
+ e.origin += prey.view_ofs;\r
+\r
+ e.owner = prey; // owned by the prey\r
+ e.enemy = self; // enemy is the predator\r
+ e.think = Vore_SwallowModel_Think;\r
+ e.nextthink = time;\r
+}\r
+\r
.entity pusher;\r
.float pushltime;\r
void Vore_Swallow(entity e)\r
return;\r
}\r
\r
+ // if the predator swallowing me has changed, remove the swallow model\r
+ if(e.swallow_model && e.swallow_model.enemy != self)\r
+ {\r
+ e.swallow_model.nextthink = 0;\r
+ remove(e.swallow_model);\r
+ e.swallow_model = world;\r
+ }\r
+ //set the swallow model for the prey\r
+ if(!e.swallow_model)\r
+ Vore_SwallowModel_Spawn(e);\r
+\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
{\r