}\r
// clear waypoints\r
WaypointSprite_PlayerDead();\r
- // make the corpse upright (not tilted)\r
- self.angles_x = 0;\r
- self.angles_z = 0;\r
- // don't spin\r
- self.avelocity = '0 0 0';\r
- // view from the floor\r
- self.view_ofs = '0 0 -8';\r
- // toss the corpse\r
- self.movetype = MOVETYPE_TOSS;\r
- // shootable corpse\r
- self.solid = SOLID_CORPSE;\r
- // don't stick to the floor\r
- self.flags &~= FL_ONGROUND;\r
+\r
+ // configure these properties if the dead body is not a prey\r
+ if(!self.stat_eaten)\r
+ {\r
+ // make the corpse upright (not tilted)\r
+ self.angles_x = 0;\r
+ self.angles_z = 0;\r
+ // don't spin\r
+ self.avelocity = '0 0 0';\r
+ // view from the floor\r
+ self.view_ofs = '0 0 -8';\r
+ // toss the corpse\r
+ self.movetype = MOVETYPE_TOSS;\r
+ // shootable corpse\r
+ self.solid = SOLID_CORPSE;\r
+ // don't stick to the floor\r
+ self.flags &~= FL_ONGROUND;\r
+ }\r
+\r
// dying animation\r
self.deadflag = DEAD_DYING;\r
// when to allow respawn\r
if(!self.stat_eaten)\r
return;\r
\r
- if(self.deadflag != DEAD_NO) // we're dead, do what we must\r
+ /*if(self.deadflag != DEAD_NO) // we're dead, do what we must\r
{\r
Vore_Regurgitate(self);\r
return;\r
- }\r
+ }*/\r
\r
if(self.predator.deadflag != DEAD_NO) // do we want to be in a dead furry x_x\r
{\r