// }}}\r
\r
// {{{ stomach\r
+set g_balance_vore_action_delay 1 "how many seconds must pass before you can swallow or regurgitate again, after swallowing or regurgitating another player"\r
set g_balance_vore_load_pred_capacity 100 "capacity percent a player's stomach has, influenced by player size"\r
set g_balance_vore_load_pred_weight 1 "you get this heavier the more you eat, at 1 a full belly makes you two times heavier"\r
set g_balance_vore_load_pred_speed 1 "you get this slower the more you eat, at 1 a full belly makes you two times slower"\r
set g_balance_vore_regurgitate_predatorforce 450 "players are pushed back by this amount when regurgitating someone, opposite of the direction they are facing"\r
set g_balance_vore_regurgitate_delay 0.5 "regurgitation delay"\r
set g_balance_vore_regurgitate_punchangle 12 "your view gets tilted by this amount when regurgitating someone"\r
-set g_balance_vore_action_delay 1 "how many seconds must pass before you can swallow or regurgitate again, after swallowing or regurgitating another player"\r
set g_balance_vore_digestion_damage 4 "amount of damage applied to victims during digestion"\r
set g_balance_vore_digestion_vampire 1 "amount of health you gain from digestion"\r
set g_balance_vore_digestion_vampire_stable 150 "maximum amount of health you can gain from digestion (best kept equal or less than g_balance_health_rotstable)"\r
}\r
\r
// position the camera properly for prey\r
-void Vore_SetPreyPositions()\r
+void Vore_SetPreyPositions(entity pred)\r
{\r
- // self is the predator and head is the prey\r
+ // pred is the predator and head is the prey\r
\r
local entity head;\r
local vector origin_apply;\r
- local float position_counter;\r
\r
// In order to allow prey to see each other in the stomach, we must position each occupant differently,\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 may be in the stomach at a time!\r
+ // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.predator == self)\r
+ if(head.predator == pred)\r
{\r
- switch(position_counter)\r
- {\r
- case 0:\r
- origin_apply = '0 0 0'; // first occupant sits in the middle\r
- break;\r
- case 1:\r
- origin_apply = '1 0 0'; // second occupant sits in the front\r
- break;\r
- case 2:\r
- origin_apply = '-1 0 0'; // third occupant sits in the back\r
- break;\r
- case 3:\r
- origin_apply = '0 1 0'; // fourth occupant sits in the right\r
- break;\r
- case 4:\r
- origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
- break;\r
- case 5:\r
- origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
- break;\r
- case 6:\r
- origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
- break;\r
- case 7:\r
- origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
- break;\r
- case 8:\r
- origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
- break;\r
- default:\r
- break;\r
- }\r
+ origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_z = PL_PREY_VIEW_OFS_z;\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
- head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
- head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
+ head.view_ofs = origin_apply;\r
+ head.view_ofs_z *= pred.scale; // stomach center depends on predator scale\r
\r
// change prey height based on scale\r
float prey_height;\r
- prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
+ prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
head.view_ofs_z += prey_height;\r
-\r
- position_counter += 1;\r
}\r
}\r
}\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
Vore_AutoDigest(e.predator);\r
+ Vore_SetPreyPositions(e.predator);\r
\r
// block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
e.predator.weapon_delay = time + button_delay_time;\r
e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
+ Vore_SetPreyPositions(e.predator);\r
\r
// block firing for a small amount of time, or we'll be firing the next frame\r
e.weapon_delay = time + button_delay_time;\r
// this entity is like e.predator but for dead prey, to avoid conflicts\r
e.fakepredator = e.predator;\r
e.fakeprey = TRUE;\r
+ Vore_SetPreyPositions(e.predator);\r
\r
// first release the prey from the predator, as dead prey needs to be attached differently\r
// the predator's stomach load is also decreased, as dead prey doesn't count any more\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
- Vore_SetPreyPositions();\r
-\r
// keepdeadprey - detach dead prey if their predator died or got swallowed\r
if(self.fakeprey)\r
if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r