]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Correct my last fix
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         makevectors(self.angles);\r
22         vore_w_shotorg = self.origin;\r
23         vore_w_shotdir = v_forward;\r
24 \r
25         if(self.antilag_debug)\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
27         else\r
28                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
29         if(trace_fraction < 1)\r
30         if(trace_ent.classname == "player")\r
31                 return trace_ent;\r
32         return world;\r
33 }\r
34 \r
35 float Swallow_condition_check(entity prey)\r
36 {\r
37         // checks the necessary conditions for swallowing a player\r
38 \r
39         if(prey != self)\r
40         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
41         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
42         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
43         {\r
44                 float prey_mass;\r
45                 prey_mass = cvar("g_balance_vore_load_prey_mass");\r
46                 if(cvar("g_healthsize"))\r
47                         prey_mass *= prey.scale;\r
48 \r
49                 string swallow_complain;\r
50                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
51                         swallow_complain = "You cannot swallow your team mates\n";\r
52                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
53                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
54                 else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
55                         swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
56                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
57                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
58                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
59                         swallow_complain = "You cannot swallow someone larger than you\n";\r
60 \r
61                 if(swallow_complain != "")\r
62                 {\r
63                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
64                         {\r
65                                 play2(self, "misc/forbidden.wav");\r
66                                 sprint(self, swallow_complain);\r
67                                 self.complain_vore = time + complain_delay_time;\r
68                         }\r
69                         return FALSE;\r
70                 }\r
71                 return TRUE;\r
72         }\r
73         return FALSE;\r
74 }\r
75 \r
76 float Stomach_TeamMates_check(entity pred)\r
77 {\r
78         // checks if a player's stomach contains any team mates\r
79 \r
80         entity head;\r
81         if(teams_matter)\r
82         {\r
83                 FOR_EACH_PLAYER(head)\r
84                 {\r
85                         if(head.predator == pred && head.team == pred.team)\r
86                                 return TRUE;\r
87                 }\r
88         }\r
89         return FALSE;\r
90 }\r
91 \r
92 float Stomach_HasLivePrey(entity pred)\r
93 {\r
94         entity head;\r
95         FOR_EACH_PLAYER(head)\r
96         {\r
97                 if(head.predator == pred)\r
98                 if(head.deadflag == DEAD_NO)\r
99                         return TRUE;\r
100         }\r
101         return FALSE;\r
102 }\r
103 \r
104 float Vore_CanLeave()\r
105 {\r
106         if(self.stat_eaten)\r
107         {\r
108                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
109                         return TRUE;\r
110                 if(teams_matter && self.team == self.predator.team)\r
111                         return TRUE;\r
112                 if(g_rpg && cvar("g_rpg_canleave"))\r
113                         return TRUE;\r
114         }\r
115         return FALSE;\r
116 }\r
117 \r
118 // position the camera properly for prey\r
119 void Vore_SetPreyPositions(entity pred)\r
120 {\r
121         // pred is the predator and head is the prey\r
122 \r
123         local entity head;\r
124         local vector origin_apply;\r
125 \r
126         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
127         // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
128         FOR_EACH_PLAYER(head)\r
129         {\r
130                 if(head.predator == pred)\r
131                 {\r
132                         origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
133                         origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
134                         origin_apply_z = PL_PREY_VIEW_OFS_z;\r
135 \r
136                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
137                         head.view_ofs = origin_apply;\r
138                 }\r
139         }\r
140 }\r
141 \r
142 .float gurgle_oldstomachload;\r
143 void Vore_GurgleSound()\r
144 {\r
145         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
146         {\r
147                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
148 \r
149                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
150                 self.gurgle_oldstomachload = self.stomach_load;\r
151         }\r
152 }\r
153 \r
154 void Vore_StomachLoad_Apply()\r
155 {\r
156         // apply stomach weight that makes you heavier and larger the more you eat\r
157         // slowing the player is done in cl_physics.qc\r
158         if(self.classname != "player")\r
159                 return;\r
160 \r
161         entity e;\r
162         float prey_mass;\r
163 \r
164         // apply the stomach capacity of the predator\r
165         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
166         if(cvar("g_healthsize"))\r
167                 self.stomach_maxload *= self.scale;\r
168         self.stomach_maxload = floor(self.stomach_maxload);\r
169 \r
170         self.stomach_load = 0; // start from zero\r
171         FOR_EACH_PLAYER(e)\r
172         {\r
173                 if(e.predator == self)\r
174                 {\r
175                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
176                         if(cvar("g_healthsize"))\r
177                                 prey_mass *= e.scale;\r
178                         self.stomach_load += floor(prey_mass);\r
179                 }\r
180         }\r
181 \r
182         // apply weight\r
183         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
184         if(!self.gravity && self.stomach_load)\r
185                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
186 }\r
187 \r
188 void Vore_AutoDigest(entity e)\r
189 {\r
190         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
191 \r
192         if(!cvar("g_vore_digestion") || e.digesting)\r
193                 return;\r
194         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
195                 return; // this feature is only for players, not bots\r
196         if(e.stomach_load > 1)\r
197                 return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
198         if(Stomach_TeamMates_check(e))\r
199                 return; // never begin automatic digestion if we've swallowed a team mate\r
200 \r
201         e.digesting = TRUE;\r
202 }\r
203 \r
204 .entity swallow_model;\r
205 float Vore_SwallowModel_CustomizeEntityForClient()\r
206 {\r
207         // use the same system as the weapon model\r
208 \r
209         self.viewmodelforclient = self.owner;\r
210         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
211 \r
212         if(other.classname == "spectator")\r
213         if(other.enemy == self.owner)\r
214         {\r
215                 self.viewmodelforclient = other;\r
216                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
217         }\r
218 \r
219         return TRUE;\r
220 }\r
221 \r
222 void Vore_SwallowModel_Think()\r
223 {\r
224         // update the position of the swallow model to match our swallow progress\r
225         float dist;\r
226         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
227         if(cvar("g_healthsize"))\r
228                 dist *= self.scale;\r
229         self.view_ofs = '1 0 0' * dist;\r
230 \r
231         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
232         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
233         {\r
234                 remove(self.owner.swallow_model);\r
235                 self.owner.swallow_model = world;\r
236                 return;\r
237         }\r
238 \r
239         // properties that should update whenever possible, but when the predator is not available\r
240         self.nextthink = time;\r
241 }\r
242 \r
243 void Vore_SwallowModel_Update(entity prey, entity pred)\r
244 {\r
245         // if we don't have a swallow model already, spawn one\r
246         if(!prey.swallow_model)\r
247         {\r
248                 prey.swallow_model = spawn();\r
249                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
250                 prey.swallow_model.solid = SOLID_NOT;\r
251                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
252                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
253                 prey.swallow_model.owner = prey;\r
254                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
255                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
256                 prey.swallow_model.nextthink = time;\r
257         }\r
258 \r
259         // properties that should update whenever possible, but when the predator is available\r
260         string player_swallowmodel;\r
261         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
262         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
263                 setmodel(prey.swallow_model, player_swallowmodel);\r
264         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
265                 prey.swallow_model.skin = pred.skin;\r
266         if(cvar("g_healthsize"))\r
267                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
268         if(prey.swallow_model.enemy != pred)\r
269                 prey.swallow_model.enemy = pred; // enemy is the predator\r
270         if(prey.swallow_model.colormap != pred.colormap)\r
271                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
272         if(prey.swallow_model.glowmod != pred.glowmod)\r
273                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
274 }\r
275 \r
276 .entity pusher;\r
277 .float pushltime;\r
278 void Vore_Swallow(entity e)\r
279 {\r
280         // this player is being swallowed by another player, apply the proper changes\r
281 \r
282         e.vore_oldmovetype = e.movetype;\r
283         e.vore_oldsolid = e.solid;\r
284         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
285 \r
286         e.predator = self;\r
287         setorigin(e, e.predator.origin);\r
288         e.velocity = '0 0 0';\r
289         e.movetype = MOVETYPE_FOLLOW;\r
290         e.solid = SOLID_NOT;\r
291         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
292 \r
293         // drop keys (KH) and flags (CTF) when we get swallowed\r
294         kh_Key_DropAll(e, FALSE);\r
295         if(e.flagcarried)\r
296                 DropFlag(e.flagcarried, world, e.predator);\r
297 \r
298         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
299                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
300 \r
301         if(teams_matter && e.team == e.predator.team)\r
302         {\r
303                 if(cvar("g_vore_kick"))\r
304                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
305                 if(cvar("g_vore_digestion"))\r
306                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
307         }\r
308 \r
309         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
310         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
311         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");\r
312         e.predator.regurgitate_prepare = 0;\r
313         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
314         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
315         Vore_AutoDigest(e.predator);\r
316         Vore_SetPreyPositions(e.predator);\r
317 \r
318         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
319         e.predator.weapon_delay = time + button_delay_time;\r
320         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
321         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
322         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
323 }\r
324 \r
325 void Vore_SwallowStep(entity e)\r
326 {\r
327         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
328         {\r
329                 Vore_Swallow(e);\r
330                 return;\r
331         }\r
332 \r
333         Vore_SwallowModel_Update(e, self);\r
334 \r
335         // increase the progress value until it reaches 1, then swallow the player\r
336         if(e.swallow_progress_prey < 1)\r
337         {\r
338                 float fill;\r
339                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
340                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
341                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
342                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
343                         fill /= e.stomach_load;\r
344 \r
345                 e.swallow_progress_prey += fill;\r
346         }\r
347         else\r
348         {\r
349                 Vore_Swallow(e);\r
350                 e.swallow_progress_prey = 0;\r
351         }\r
352 \r
353         // the predator's progress is how much the prey got swallowed\r
354         self.swallow_progress_pred = e.swallow_progress_prey;\r
355 }\r
356 \r
357 void Vore_Regurgitate(entity e)\r
358 {\r
359         // this player is being regurgitated by their predator, apply the proper changes\r
360 \r
361         e.movetype = e.vore_oldmovetype;\r
362         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
363                 e.solid = e.vore_oldsolid;\r
364         e.view_ofs_z = PL_VIEW_OFS_z;\r
365         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
366 \r
367         // if the prey has been fully digested, silently detach them\r
368         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
369         {\r
370                 e.predator = world;\r
371                 e.modelindex = 0; // hide the dead body\r
372                 return;\r
373         }\r
374 \r
375         // apply velocities\r
376         local vector oldforward, oldright, oldup;\r
377         oldforward = v_forward;\r
378         oldright = v_right;\r
379         oldup = v_up;\r
380         makevectors(e.predator.v_angle);\r
381         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
382         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
383         v_forward = oldforward;\r
384         v_right = oldright;\r
385         v_up = oldup;\r
386 \r
387         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
388         e.pushltime = time + cvar("g_maxpushtime");\r
389 \r
390         // if the dead body of the prey is below gibbing health, gib it\r
391         e.stat_eaten = 0; // necessary for gibs to show\r
392         PlayerGib(e, e.predator);\r
393 \r
394         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
395         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
396         {\r
397                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
398                 Vore_SwallowModel_Update(e, e.predator);\r
399         }\r
400 \r
401         // apply regurgitation damage to the predator\r
402         if(cvar("g_balance_vore_regurgitate_damage"))\r
403         {\r
404                 float regurgitate_dmg;\r
405                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
406                 if(cvar("g_healthsize"))\r
407                         regurgitate_dmg *= e.scale / e.predator.scale;\r
408                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
409         }\r
410 \r
411         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
412         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
413         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
414         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
415         e.predator.regurgitate_prepare = 0;\r
416         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
417         Vore_SetPreyPositions(e.predator);\r
418 \r
419         // block firing for a small amount of time, or we'll be firing the next frame\r
420         e.weapon_delay = time + button_delay_time;\r
421         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
422         e.predator = world;\r
423 }\r
424 \r
425 void Vore_Disconnect()\r
426 {\r
427         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
428 \r
429         // prey disconnects or goes spectating while inside someone's belly\r
430         if(self.stat_eaten)\r
431                 Vore_Regurgitate(self);\r
432 \r
433         // pred disconnects or goes spectating with players in their belly\r
434         entity head;\r
435         FOR_EACH_PLAYER(head)\r
436         {\r
437                 if(head.predator == self)\r
438                         Vore_Regurgitate(head);\r
439         }\r
440         Vore_GurgleSound(); // stop the gurgling sound\r
441 \r
442         self.stomach_load = self.gravity = 0; // prevents a bug\r
443 }\r
444 \r
445 .float digestion_step;\r
446 void Vore_Digest()\r
447 {\r
448         // apply digestion to prey\r
449 \r
450         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
451         {\r
452                 self.predator.digesting = FALSE;\r
453                 return;\r
454         }\r
455         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
456                 return;\r
457 \r
458         if(time > self.digestion_step)\r
459         {\r
460                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
461                 float damage, damage_offset;\r
462 \r
463                 damage_offset = 1;\r
464                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
465                         damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
466                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
467                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
468                 damage_offset = ceil(damage_offset);\r
469 \r
470                 damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
471                 if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
472                         damage *= cvar("g_balance_vore_digestion_damage_death");\r
473 \r
474                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
475                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
476                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
477 \r
478                 if (self.predator.digestsound_finished < time)\r
479                 {\r
480                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
481                         self.predator.digestsound_finished = time + 0.5;\r
482                 }\r
483                 self.digestion_step = time + steptime;\r
484         }\r
485 \r
486         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
487                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
488 }\r
489 \r
490 .float teamheal_step;\r
491 void Vore_Teamheal()\r
492 {\r
493         // apply teamheal\r
494 \r
495         if(self.deadflag != DEAD_NO)\r
496                 return;\r
497 \r
498         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
499         if(time > self.teamheal_step)\r
500         {\r
501                 self.health += cvar("g_balance_vore_teamheal");\r
502                 self.teamheal_step = time + steptime;\r
503 \r
504                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
505                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
506                 {\r
507                         play2(self, "misc/beep.wav");\r
508                         play2(self.predator, "misc/beep.wav");\r
509                 }\r
510         }\r
511 }\r
512 \r
513 .float kick_pressed;\r
514 void Vore_StomachKick()\r
515 {\r
516         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
517 \r
518         if(self.deadflag != DEAD_NO)\r
519                 return;\r
520 \r
521         if(time > self.stomachkick_delay && !self.kick_pressed)\r
522         {\r
523                 float damage, vol;\r
524                 vector force;\r
525                 damage = cvar("g_balance_vore_kick_damage");\r
526                 force = v_forward * cvar("g_balance_vore_kick_force");\r
527                 vol = VOL_BASE;\r
528 \r
529                 // apply player scale to the damage / force of the kick\r
530                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
531                 {\r
532                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
533                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
534                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
535                 }\r
536                 vol = bound(0, vol, 1);\r
537 \r
538                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
539                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
540                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
541                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
542 \r
543                 // abort the predator's scheduled regurgitation\r
544                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
545                         self.predator.regurgitate_prepare = 0;\r
546 \r
547                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
548                 if(cvar("g_balance_vore_kick_repress"))\r
549                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
550                         self.kick_pressed = TRUE;\r
551         }\r
552 }\r
553 \r
554 void Vore_StomachLeave()\r
555 {\r
556         // allows players to get out of their predator at will in some circumstances, such as team mates\r
557 \r
558         if(self.deadflag != DEAD_NO)\r
559                 return;\r
560 \r
561         if(Vore_CanLeave())\r
562                 Vore_Regurgitate(self);\r
563         else if(time > self.complain_vore)\r
564         {\r
565                 play2(self, "misc/forbidden.wav");\r
566                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
567                 self.complain_vore = time + complain_delay_time;\r
568         }\r
569 }\r
570 \r
571 void Vore_AutoTaunt()\r
572 {\r
573         // triggers ambient vore taunts, for both pred and prey\r
574 \r
575         float taunt_time;\r
576 \r
577         // predator taunts\r
578         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
579         {\r
580                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
581                 {\r
582                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
583                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
584                 }\r
585         }\r
586         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
587         {\r
588                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
589                 SetAutoTaunt(self, 0, 0);\r
590         }\r
591 \r
592         // prey taunts\r
593         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
594         {\r
595                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
596                 {\r
597                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
598                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
599                 }\r
600         }\r
601         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
602         {\r
603                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
604                 SetAutoTaunt(self, 0, 0);\r
605         }\r
606 }\r
607 \r
608 void Vore_SetSbarRings()\r
609 {\r
610         // first clear the ring stats, then configure them if needed\r
611         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
612         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
613 \r
614         if(self.stat_eaten)\r
615         {\r
616                 if(time <= self.stomachkick_delay)\r
617                 {\r
618                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
619                         self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);\r
620                 }\r
621         }\r
622         else\r
623         {\r
624                 if(self.swallow_progress_pred)\r
625                 {\r
626                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
627                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
628                 }\r
629                 else if(time <= self.action_delay)\r
630                 {\r
631                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
632                         self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);\r
633                 }\r
634 \r
635                 if(self.swallow_progress_prey)\r
636                 {\r
637                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
638                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
639                 }\r
640                 else if(time <= self.regurgitate_prepare)\r
641                 {\r
642                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
643                         self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);\r
644                 }\r
645         }\r
646 }\r
647 \r
648 .float regurgitatecolor_particles_tick;\r
649 void Vore()\r
650 {\r
651         // main vore code, this is where it all happens\r
652 \r
653         Vore_AutoTaunt();\r
654 \r
655         if(!self.stat_eaten)\r
656         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
657         if(self.colormod)\r
658         if(self.colormod != '1 1 1')\r
659         {\r
660                 // slowly wash stomach fluids off players once they're out of the stomach\r
661                 if(cvar("g_vore_regurgitatecolor_fade"))\r
662                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
663                 {\r
664                         float goo_fade;\r
665                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
666                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
667 \r
668                         self.colormod_x += goo_fade;\r
669                         if(self.colormod_x > 1)\r
670                                 self.colormod_x = 1;\r
671                         self.colormod_y += goo_fade;\r
672                         if(self.colormod_y > 1)\r
673                                 self.colormod_y = 1;\r
674                         self.colormod_z += goo_fade;\r
675                         if(self.colormod_z > 1)\r
676                                 self.colormod_z = 1;\r
677                 }\r
678 \r
679                 // constant particles falling off dirty players\r
680                 if(cvar("g_vore_regurgitatecolor_particles"))\r
681                 if(self.regurgitatecolor_particles_tick < time)\r
682                 {\r
683                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
684                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
685                 }\r
686         }\r
687 \r
688         // set all vore stats\r
689         Vore_SetSbarRings();\r
690         if(self.predator.classname == "player")\r
691         {\r
692                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
693                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
694                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
695                 self.stat_eaten = num_for_edict(self.predator);\r
696         }\r
697         else\r
698         {\r
699                 self.stat_stomachload = self.stomach_load;\r
700                 self.stat_stomachmaxload = self.stomach_maxload;\r
701                 self.stat_digesting = self.digesting;\r
702                 self.stat_eaten = 0;\r
703         }\r
704         self.stat_canleave = Vore_CanLeave();\r
705 \r
706         // don't allow a player inside a player inside another player :)\r
707         // prevent this by checking if such has happened, and taking the proper measures\r
708         // this code has a high priority and must not be stopped by any delay, so run it here\r
709         if(self.predator.stat_eaten)\r
710         {\r
711                 entity target_predator, target_predator_predator, oldself;\r
712                 target_predator = self.predator;\r
713                 target_predator_predator = self.predator.predator;\r
714 \r
715                 Vore_Regurgitate(self);\r
716 \r
717                 // now steal our prey's prey if this probability applies\r
718                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
719                 {\r
720                         oldself = self;\r
721                         self = target_predator_predator;\r
722                         if(Swallow_condition_check(oldself))\r
723                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
724                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
725                                 Vore_Swallow(oldself);\r
726                         self = oldself;\r
727                 }\r
728         }\r
729 \r
730         // the swallow progress of prey and preds idly decrease by this amount\r
731         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
732         {\r
733                 if(self.swallow_progress_pred)\r
734                 {\r
735                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
736                         if(self.swallow_progress_pred < 0)\r
737                                 self.swallow_progress_pred = 0;\r
738                 }\r
739                 if(self.swallow_progress_prey)\r
740                 {\r
741                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
742                         if(self.swallow_progress_prey < 0)\r
743                                 self.swallow_progress_prey = 0;\r
744                 }\r
745         }\r
746 \r
747         // set the predator's stomach load and capacity\r
748         Vore_StomachLoad_Apply();\r
749 \r
750         // apply delays and skip the vore system under some circumstances\r
751         if(!cvar("g_vore")) // the vore system is disabled\r
752         {\r
753                 Vore_Disconnect();\r
754                 return;\r
755         }\r
756         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
757         {\r
758                 Vore_Disconnect();\r
759                 return;\r
760         }\r
761         if(self.spectatee_status)\r
762                 return;\r
763         if(time < self.system_delay)\r
764                 return;\r
765 \r
766 // --------------------------------\r
767 // Code that addresses predators:\r
768 // --------------------------------\r
769 \r
770         entity prey;\r
771         prey = Swallow_player_check();\r
772 \r
773         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
774         self.stat_canswallow = 0;\r
775         if(Swallow_condition_check(prey))\r
776         {\r
777                 // canswallow stat, used by the HUD\r
778                 if(teams_matter && prey.team == self.team)\r
779                         self.stat_canswallow = 2;\r
780                 else\r
781                         self.stat_canswallow = 1;\r
782 \r
783                 if(self.BUTTON_ATCK)\r
784                         Vore_SwallowStep(prey);\r
785         }\r
786         else if(prey != world)\r
787                 self.stat_canswallow = -1;\r
788 \r
789         // toggle digestion, if the player has someone in their stomach\r
790         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
791         {\r
792                 if(self.stomach_load)\r
793                 {\r
794                         if(time > self.digest_button_delay_time)\r
795                         {\r
796                                 self.digesting = !self.digesting;\r
797                                 self.digest_button_delay_time = time + button_delay_time;\r
798                         }\r
799                 }\r
800                 else if(time > self.complain_vore)\r
801                 {\r
802                         play2(self, "misc/forbidden.wav");\r
803                         sprint(self, "There is nothing to digest\n");\r
804                         self.complain_vore = time + complain_delay_time;\r
805                 }\r
806         }\r
807         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
808                 self.digesting = FALSE;\r
809 \r
810         // predator wishes to regurgitate his prey\r
811         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
812         {\r
813                 if(self.stomach_load)\r
814                 {\r
815                         if(time > self.regurgitate_button_delay_time)\r
816                         {\r
817                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
818                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
819                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
820                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
821                         }\r
822                 }\r
823                 else if(time > self.complain_vore)\r
824                 {\r
825                         play2(self, "misc/forbidden.wav");\r
826                         sprint(self, "There is nothing to regurgitate\n");\r
827                         self.complain_vore = time + complain_delay_time;\r
828                 }\r
829         }\r
830 \r
831         if(cvar("g_vore_gurglesound"))\r
832                 Vore_GurgleSound();\r
833 \r
834 // --------------------------------\r
835 // Code that addresses the prey:\r
836 // --------------------------------\r
837 \r
838         if(!self.stat_eaten)\r
839                 return;\r
840 \r
841         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
842                 self.health = cvar("g_balance_vore_digestion_limit");\r
843 \r
844         // automatically regurgitate prey that has reached their digestion limit\r
845         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
846         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
847         {\r
848                 Vore_Regurgitate(self);\r
849                 return;\r
850         }\r
851 \r
852         // do we stick around inside dead furries? x_x\r
853         if(self.predator.deadflag != DEAD_NO)\r
854         {\r
855                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
856                 {\r
857                         Vore_Regurgitate(self);\r
858                         return;\r
859                 }\r
860                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
861                         self.predator.regurgitate_prepare = 0;\r
862         }\r
863 \r
864         if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
865         {\r
866                 Vore_Regurgitate(self);\r
867                 return;\r
868         }\r
869         if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.predator.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
870         {\r
871                 Vore_Regurgitate(self);\r
872                 return;\r
873         }\r
874 \r
875         // apply delayed regurgitating if it was scheduled\r
876         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
877         {\r
878                 self.predator.regurgitate_prepare = 0;\r
879                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
880                 Vore_Regurgitate(self);\r
881         }\r
882 \r
883         // execute digesting and team healing\r
884         if(self.predator.digesting == TRUE)\r
885                 Vore_Digest();\r
886         if(teams_matter && self.team == self.predator.team)\r
887         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
888                 Vore_Teamheal();\r
889 \r
890         // execute prey commands\r
891         if(self.BUTTON_ATCK)\r
892         {\r
893                 if(cvar("g_vore_kick"))\r
894                         Vore_StomachKick();\r
895         }\r
896         else\r
897                 self.kick_pressed = FALSE;\r
898         if(self.BUTTON_JUMP)\r
899                 Vore_StomachLeave();\r
900 \r
901         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
902         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
903         kh_Key_DropAll(self, FALSE);\r
904 \r
905         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
906         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
907 }