}\r
\r
mjumpheight = cvar("sv_jumpvelocity");\r
- if(self.scale) // we are smaller or larger, so we jump lower or higher\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
\r
if(cvar("g_balance_vore_weight_gravity") > 0) // apply stomach weight\r
wishspeed *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1);\r
- if(self.scale) // we are smaller or larger, so we run slower or faster\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
vol *= cvar("g_vore_soundocclusion");\r
if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
- vol *= (self.scale * cvar("g_healthsize_soundfactor"));\r
+ vol *= pow(self.scale, cvar("g_healthsize_soundfactor"));\r
vol = bound(0, vol, 1);\r
\r
switch(voicetype)\r
dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
else\r
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
- if(self.scale) // we are smaller or larger, so we take more or less falling damage\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we take more or less falling damage\r
dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
if (dm > 0)\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
vector vore_w_shotorg, vore_w_shotdir;\r
\r
swallow_range = cvar("g_balance_vore_swallow_range");\r
- if(self.scale) // we can swallow from further or closer based on our size\r
+ if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
swallow_range *= self.scale;\r
vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\r
{\r
float fill;\r
fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
- if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
- fill *= (self.scale / e.scale);\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
fill /= e.stomach_load;\r
\r
damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
\r
// apply player scale to digestion damage\r
- if(cvar("g_balance_vore_digestion_scalediff"))\r
- damage *= (self.predator.scale / self.scale);\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
\r
Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
// apply player scale to the damage / force of the kick\r
if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
{\r
- damage *= (self.scale / self.predator.scale);\r
- force *= (self.scale / self.predator.scale);\r
- vol *= (self.scale / self.predator.scale); // kick sound volume based on the same scale\r
+ damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
}\r
vol = bound(0, vol, 1);\r
\r