}\r
\r
.entity swallow_model;\r
-float Vore_SwallowModel_CustomizeEntityForClient()\r
+float Vore_GulletModel_CustomizeEntityForClient()\r
{\r
// use the same system as the weapon model\r
\r
self.viewmodelforclient = self.owner;\r
- self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
+ self.alpha = self.owner.cvar_cl_vore_gulletmodel;\r
\r
if(other.classname == "spectator")\r
if(other.enemy == self.owner)\r
{\r
self.viewmodelforclient = other;\r
- self.alpha = other.cvar_cl_vore_swallowmodel;\r
+ self.alpha = other.cvar_cl_vore_gulletmodel;\r
}\r
\r
return TRUE;\r
}\r
\r
-void Vore_SwallowModel_Think()\r
+void Vore_GulletModel_Think()\r
{\r
// update the position of the swallow model to match our swallow progress\r
float dist;\r
self.nextthink = time;\r
}\r
\r
-void Vore_SwallowModel_Update(entity prey, entity pred)\r
+void Vore_GulletModel_Update(entity prey, entity pred)\r
{\r
// if we don't have a swallow model already, spawn one\r
if(!prey.swallow_model)\r
//prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
prey.swallow_model.owner = prey;\r
- prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
- prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.customizeentityforclient = Vore_GulletModel_CustomizeEntityForClient;\r
+ prey.swallow_model.think = Vore_GulletModel_Think;\r
prey.swallow_model.nextthink = time;\r
}\r
\r
// properties that should update whenever possible, but when the predator is available\r
- string player_swallowmodel;\r
- player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.iqm"); // 4 is the extension length\r
- if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
- setmodel(prey.swallow_model, player_swallowmodel);\r
+ string player_gulletmodel;\r
+ player_gulletmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_gullet.iqm"); // 4 is the extension length\r
+ if(prey.swallow_model.model != player_gulletmodel) // player model can be changed while the predator is active\r
+ setmodel(prey.swallow_model, player_gulletmodel);\r
if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
prey.swallow_model.skin = pred.skin;\r
if(cvar("g_healthsize"))\r
if(!self.swallow_progress_pred)\r
PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
\r
- Vore_SwallowModel_Update(e, self);\r
+ Vore_GulletModel_Update(e, self);\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
if(cvar("g_balance_vore_swallow_speed_fill_player") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
{\r
e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
- Vore_SwallowModel_Update(e, e.predator);\r
+ Vore_GulletModel_Update(e, e.predator);\r
}\r
\r
// apply regurgitation damage to the predator\r