From cd33ec46f8129097e145ac93d261e48947e35d0a Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Wed, 13 Jul 2011 04:12:23 +0300 Subject: [PATCH] Also cut the veolcity of predators, the closer they are to swallowing. Do it more for prey however. --- data/balanceVT.cfg | 3 ++- data/qcsrc/server/cl_physics.qc | 12 ++++++++---- 2 files changed, 10 insertions(+), 5 deletions(-) diff --git a/data/balanceVT.cfg b/data/balanceVT.cfg index 60b21e0f..46e14414 100644 --- a/data/balanceVT.cfg +++ b/data/balanceVT.cfg @@ -191,7 +191,8 @@ set g_balance_vore_swallow_speed_fill 3.5 "how long it takes to swallow a player set g_balance_vore_swallow_speed_fill_scalediff 1 "fill rate depends on predator size compared to prey size" set g_balance_vore_swallow_speed_fill_stomachload 1 "fill rate is influenced by the prey's stomach load" set g_balance_vore_swallow_speed_decrease 0.6 "how fast the swallow progress decreases, when the predator is no longer swallowing" -set g_balance_vore_swallow_speed_cutspd 0.5 "prey movement slows down by this amount the closer they are to being swallowed" +set g_balance_vore_swallow_speed_cutspd_prey 1 "prey movement slows down by this amount the closer they are to being swallowed" +set g_balance_vore_swallow_speed_cutspd_pred 0.5 "predator movement slows down by this amount the closer they are to finishing swallowing" set g_balance_vore_swallow_speed 1 "how long it takes to swallow a player" set g_balance_vore_swallow_stealprey 0.7 "probability of stealing someone's prey when eating them (when true their prey joins your stomach rather than popping out). 0 = never, 1 = always" set g_balance_vore_swallow_dropweapon 0.6 "probability of dropping your weapon when swallowed. 0 = never and 1 = always, does not apply to team mates" diff --git a/data/qcsrc/server/cl_physics.qc b/data/qcsrc/server/cl_physics.qc index 102680c9..b0b04255 100644 --- a/data/qcsrc/server/cl_physics.qc +++ b/data/qcsrc/server/cl_physics.qc @@ -57,8 +57,10 @@ void PlayerJump (void) mjumpheight = cvar("sv_jumpvelocity"); if(self.scale) // we are smaller or larger, so we jump lower or higher mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; - if(self.swallow_progress_prey) // cut jumping based on swallow progress - mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd")); + if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey + mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey")); + if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds + mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred")); if (self.waterlevel >= WATERLEVEL_SWIMMING) { @@ -509,8 +511,10 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce wishspeed *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1); if(self.scale) // we are smaller or larger, so we run slower or faster wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; - if(self.swallow_progress_prey) // cut speed based on swallow progress - wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd")); + if(self.swallow_progress_prey) // cut speed based on swallow progress for prey + wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey")); + if(self.swallow_progress_pred) // cut speed based on swallow progress for preds + wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred")); if(cvar("sv_gameplayfix_q2airaccelerate")) wishspeed0 = wishspeed; -- 2.39.2