MirceaKitsune [Wed, 4 May 2011 01:01:21 +0000 (04:01 +0300)]
Lastly, add some good animations to prey. Idle prey will use the jump animation, and prey that perform stomach kicks will use the duckjump animation, simulating them attacking the stomach.
MirceaKitsune [Tue, 3 May 2011 22:37:45 +0000 (01:37 +0300)]
Cvar the distance by which prey are separated in the stomach. Setting the cvar to 0 will disable the ability to see neighboring prey, and everything will work as before.
MirceaKitsune [Tue, 3 May 2011 22:09:50 +0000 (01:09 +0300)]
First system for positioning prey differently in the stomach. Each frame, a loop will run. The position will be offset in a square shape for all occupants of that stomach.
MirceaKitsune [Tue, 3 May 2011 21:41:30 +0000 (00:41 +0300)]
First step in making prey that have the same predator able to see each other in the stomach. The model for other prey will now be shown. However, each "occupant" must be positioned properly, else all models will just overlap in the center... which is the harder part to fix.
MirceaKitsune [Tue, 3 May 2011 17:21:13 +0000 (20:21 +0300)]
Change th swallow_delay cvar to also affect regurgitating. The system is now called action_delay. Whenever you both swallow or regurgitate someone, the delay is applied and blocks both actions.
MirceaKitsune [Tue, 3 May 2011 13:10:58 +0000 (16:10 +0300)]
Use self.stat_eaten instead of checking self.predator.classname. Also adjust the fakeprey status accordingly. This is a major change and might brake some things, but it's cleaner and more correct.
MirceaKitsune [Tue, 3 May 2011 11:08:18 +0000 (14:08 +0300)]
Port respawn ghosts from Xonotic, original code by me. Makes dead bodies become floating ghosts if they are still whole and visible, once the player respawns. Effect only.
MirceaKitsune [Tue, 3 May 2011 00:42:28 +0000 (03:42 +0300)]
Don't allow players to swallow anyone larger than them by default. This means you can only swallow someone who is lower on health (or same health) than you.
MirceaKitsune [Tue, 3 May 2011 00:22:07 +0000 (03:22 +0300)]
Remove the smooth camera for prey entering the stomach. It was ugly to begin with, and now with sizes it risked being buggy too. View offset changes are already smoothed now (see view smoothing for crouching), so this was just a duplicate effect now.
MirceaKitsune [Mon, 2 May 2011 14:54:00 +0000 (17:54 +0300)]
Allow weapons to keep their size while the player shrinks and grows. Micros will now appear to be carrying a huge gun, whereas for macros, the weapon will appear tiny. Implementation for exterior weapon model to follow.
MirceaKitsune [Mon, 2 May 2011 11:20:38 +0000 (14:20 +0300)]
Don't account view offset when attempting to swallow players. Fixes macro bots being unable to eat other players properly, and might improve bot performance overall.
MirceaKitsune [Mon, 2 May 2011 01:04:14 +0000 (04:04 +0300)]
Set the view offset according to the payer size. Due to the bboxes being unmodified, this will cause the camera to go into walls when you become a macro :/
MirceaKitsune [Mon, 2 May 2011 00:34:21 +0000 (03:34 +0300)]
Don't resize the bounding box any more, due to the issues with cl_movement. Players will still grow / shrink, but collisions will stay the same. This is pretty ugly, but all that can be done right now to allow this feature to work.
MirceaKitsune [Sun, 1 May 2011 21:53:34 +0000 (00:53 +0300)]
Account crouching for the bbox. Still need to fix issue with cl_movement 1 however, as darkplaces doesn't know we are changing player collisions for movement prediction :/
MirceaKitsune [Sun, 1 May 2011 20:55:49 +0000 (23:55 +0300)]
Set bounding box to the size of the player model. This brakes players and causes them to go through the floor in some circumstances! Need to figure the reason for this.