}\r
void Vore_CameraEffect_Apply()\r
{\r
- if(self.predator.classname != "player")\r
+ if not(self.predator.classname == "player" || self.fakeprey)\r
return;\r
\r
if(self.cvar_cl_vore_cameraspeed)\r
else\r
self.cameraeffect_current = self.cameraeffect_target;\r
\r
- self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
+ self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
}\r
\r
.float gurgle_oldstomachload;\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ Vore_CameraEffect_Apply();\r
+\r
// keepdeadprey - detach dead prey if their predator died or got swallowed\r
if(self.fakepredator.classname == "player")\r
if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r
- Vore_CameraEffect_Apply();\r
-\r
// Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
// (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
kh_Key_DropAll(self, FALSE);\r