newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
\r
float vore_state;\r
- if(self.stomach_load > self.stomach_maxload * 0.6)\r
+ if(self.stomach_load > self.stomach_maxload * 0.75)\r
vore_state = 3;\r
- else if(self.stomach_load > self.stomach_maxload * 0.3)\r
+ else if(self.stomach_load > self.stomach_maxload * 0.5)\r
vore_state = 2;\r
- else if(self.stomach_load)\r
+ else if(self.stomach_load > self.stomach_maxload * 0.25)\r
vore_state = 1;\r
\r
if(vore_state)\r
void Client_setmodel(string applymodel)\r
{\r
local vector m1, m2;\r
- if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
+ if(self.classname != "player") // prevent some bugs\r
return;\r
if(applymodel == self.model || self.spectatee_status) // no change to apply\r
return;\r
\r
self.angles_z = 0; // never spawn tilted even if the spot says to\r
self.fixangle = TRUE; // turn this way immediately\r
+ self.leanangle_damage_force = '0 0 0';\r
self.velocity = '0 0 0';\r
self.avelocity = '0 0 0';\r
self.punchangle = '0 0 0';\r
entity e;\r
e = get_weaponinfo(j);\r
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
}\r
\r
oldself = self;\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
WriteShort(MSG_ENTITY, cvar("g_vore"));\r
- WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+ if(cvar("g_healthsize"))\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
+ else\r
+ WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
\r
if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
return;\r
\r
+ setmodel(self, self.playermodel); // prevents an issue with dead predators\r
if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
{\r
self.solid = SOLID_NOT;\r
return vercmp_recursive(v1, v2);\r
}\r
\r
+.float last_alive_scale;\r
void SetPlayerSize()\r
{\r
- if(cvar("g_healthsize"))\r
+ if(!cvar("g_healthsize"))\r
+ return;\r
+\r
+ if(self.deadflag == DEAD_NO)\r
{\r
// change player scale based on the amount of health we have\r
-\r
- self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+ self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
\r
// The following code sets the bounding box to match the player's size.\r
// It is currently disabled because of issues with engine movement prediction (cl_movement).\r
if(!self.stat_eaten)\r
self.view_ofs = PL_VIEW_OFS * self.scale;\r
}\r
+\r
+ self.last_alive_scale = self.scale;\r
+ }\r
+ else if(self.last_alive_scale)\r
+ {\r
+ // if the player is dead, use the last scale he had when he was alive\r
+ self.scale = self.last_alive_scale;\r
}\r
\r
- if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
+ if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
{\r
- // resize prey if neighborprey is enabled\r
- self.scale *= cvar("g_vore_neighborprey_scale");\r
+ // dead players shrink to zero as they head toward the health limit\r
+ self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
}\r
+\r
+ if(self.scale < 0.1)\r
+ self.scale = 0.1; // stuff breaks if scale is smaller than this\r
}\r
\r
void ObserverThink()\r
*/\r
void() ctf_setstatus;\r
.float items_added;\r
+.vector avg_vel;\r
void PlayerPreThink (void)\r
{\r
self.stat_game_starttime = game_starttime;\r
self.fixangle = TRUE;\r
}\r
\r
- if(frametime)\r
+ if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs\r
{\r
+ // lean the player with damage and acceleration\r
+ // credits go to divVerent for these maths :)\r
+ vector L0, L1, LF, LA;\r
+\r
+ LA = AnglesTransform_FromAngles(self.angles);\r
+\r
+ // acceleration leaning\r
+ if(cvar("g_leanplayer_acceleration"))\r
+ {\r
+ // average velocity to obtain a smooth acceleration\r
+ float f;\r
+ f = frametime * cvar("g_leanplayer_acceleration_fade");\r
+ self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
+ }\r
+\r
+ vector accel;\r
+ accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
\r
+ // bound angles to the specified limit\r
+ accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
+ accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
+ accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
+\r
+ L0_x = vlen(accel);\r
+ L0_y = L1_y = vectoyaw(accel);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+ // end of acceleration leaning\r
+\r
+ // damage leaning\r
+ L0 = vectoangles(self.leanangle_damage_loc);\r
+ L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+\r
+ // fade the player back to normal rotation each frame\r
+ if(self.leanangle_damage_force) // safety\r
+ self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+ // end of damage leaning\r
+\r
+ self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
+ }\r
+\r
+ SetPlayerSize();\r
+\r
+ if(frametime)\r
+ {\r
if(self.health <= 0 && cvar("g_deathglow"))\r
{\r
if(self.glowmod_x > 0)\r
}\r
}\r
\r
- SetPlayerSize();\r
-\r
FixPlayermodel();\r
\r
GrabberFrame();\r