if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
return TRUE;\r
\r
+ float chase;\r
+ chase = other.cvar_chase_active;\r
+\r
if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
other = other.enemy; // also do this for the player we are spectating\r
\r
- if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
+ if not(chase || other.classname == "observer") // the observer check prevents a bug\r
if(other.predator == self.owner || other.fakepredator == self.owner)\r
{\r
setmodel(self, "");\r
self.effects &~= EF_NODEPTHTEST;\r
if not(self.owner.stat_eaten)\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
- else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+ else if(cvar("g_vore_neighborprey_distance") && (other.predator == self.owner.predator || other.fakepredator == self.owner.predator) && !(chase || other.classname == "observer"))\r
{\r
setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // allow seeing neighboring prey's weapon model\r
self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r