}\r
}\r
\r
-\r
void TeamBubbleThink()\r
{\r
self.nextthink = time;\r
if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.eater.classname == "player")\r
self.model = "";\r
else\r
- self.model = self.mdl;\r
-\r
+ {\r
+ if(cvar("g_balance_vore_teamheal") && self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
+ setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
+ else\r
+ setmodel(self, "models/misc/teambubble.spr");\r
+ }\r
};\r
\r
float TeamBubble_customizeentityforclient()\r
// setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth\r
- self.teambubbleentity.mdl = self.teambubbleentity.model;\r
- self.teambubbleentity.model = self.teambubbleentity.mdl;\r
+// self.teambubbleentity.mdl = self.teambubbleentity.model;\r
+// self.teambubbleentity.model = self.teambubbleentity.mdl;\r
self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
self.teambubbleentity.effects = EF_LOWPRECISION;\r
}\r
// gamemode related things\r
precache_model ("models/misc/chatbubble.spr");\r
precache_model ("models/misc/teambubble.spr");\r
+ precache_model ("models/misc/teambubbleheal.spr");\r
\r
// used by the waypoint editor\r
precache_model ("models/rune.mdl");\r