1 .float regurgitate_prepare;
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2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;
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3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;
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6 const float system_delay_time = 0.1;
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7 const float complain_delay_time = 1;
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8 const float button_delay_time = 0.5;
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9 const float steptime = 0.1;
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11 entity Swallow_player_check()
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13 // check if we can swallow a player instead of firing our weapon
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15 vector w_shotorg, w_shotdir;
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16 w_shotorg = self.origin + self.view_ofs;
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17 w_shotdir = v_forward;
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19 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));
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20 if(trace_fraction < 1)
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21 if(trace_ent.classname == "player")
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26 float Swallow_condition_check(entity prey)
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28 // checks the necessary conditions for swallowing another player
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31 if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach
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32 if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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33 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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35 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))
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37 if(time > self.complain_vore)
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39 play2(self, "weapons/unavailable.wav");
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40 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));
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41 self.complain_vore = time + complain_delay_time;
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46 if(cvar("g_vore_biggergut"))
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47 if(prey.stomach_load > self.stomach_load)
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49 if(time > self.complain_vore)
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51 play2(self, "weapons/unavailable.wav");
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52 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");
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53 self.complain_vore = time + complain_delay_time;
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63 float Vore_CanLeave()
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65 if(teams_matter && self.team == self.predator.team)
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70 // make the camera smoothly lower itself when we get swallowed
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71 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)
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72 .float cameraeffect_current, cameraeffect_target;
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73 void Vore_CameraEffect_Set(entity e)
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75 e.cameraeffect_current = 1;
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76 e.cameraeffect_target = 2;
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78 void Vore_CameraEffect_Apply()
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80 if(self.predator.classname != "player")
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83 if(self.cvar_cl_vore_cameraspeed)
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86 step = self.cvar_cl_vore_cameraspeed * frametime;
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88 // not sure if these maths are good, as the effect should be smoother
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89 if(self.cameraeffect_current >= self.cameraeffect_target + step)
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90 self.cameraeffect_current -= step;
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91 else if(self.cameraeffect_current <= self.cameraeffect_target - step)
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92 self.cameraeffect_current += step;
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95 self.cameraeffect_current = self.cameraeffect_target;
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97 self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;
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100 .float gurgle_oldstomachload;
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101 void Vore_Gurglesound()
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103 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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105 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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107 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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108 self.gurgle_oldstomachload = self.stomach_load;
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112 void Vore_Weight_apply(entity e)
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114 // apply stomach weight that makes you heavier the more you eat
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115 // slowing the player is done in cl_physics.qc
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117 if(e.stomach_load != e.vore_oldstomachload)
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118 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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120 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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121 e.vore_oldstomachload = e.stomach_load;
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126 void Vore_Swallow(entity e)
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128 // this player is being swallowed by another player, apply the proper changes
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130 e.vore_oldmovetype = e.movetype;
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131 e.vore_oldsolid = e.solid;
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132 e.vore_oldview_ofs_z = e.view_ofs_z;
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135 setorigin(e, e.predator.origin);
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136 e.velocity = '0 0 0';
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137 e.movetype = MOVETYPE_FOLLOW;
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138 e.solid = SOLID_NOT;
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139 e.alpha = -1; // best way of hiding the eaten player
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140 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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142 // drop keys (KH) and flags (CTF) when we get swallowed
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143 kh_Key_DropAll(e, FALSE);
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145 DropFlag(e.flagcarried, world, e.predator);
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147 Vore_CameraEffect_Set(e);
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149 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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150 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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152 if(teams_matter && e.team == e.predator.team)
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154 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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155 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");
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158 PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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159 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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160 e.predator.stomach_load += 1;
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161 e.predator.regurgitate_prepare = 0;
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162 Vore_Weight_apply(e.predator);
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164 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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165 e.predator.weapon_delay = time + button_delay_time;
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166 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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167 e.system_delay = e.predator.system_delay = time + system_delay_time;
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170 void Vore_Regurgitate(entity e)
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172 // this player is being regurgitated by their predator, apply the proper changes
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174 e.movetype = e.vore_oldmovetype;
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175 if(e.health > 0) // leave SOLID_NOT for dead bodies
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176 e.solid = e.vore_oldsolid;
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177 e.view_ofs_z = e.vore_oldview_ofs_z;
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178 e.alpha = default_player_alpha;
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180 // apply velocities
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181 local vector oldforward, oldright, oldup;
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182 oldforward = v_forward;
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183 oldright = v_right;
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185 makevectors(e.predator.v_angle);
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186 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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187 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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188 v_forward = oldforward;
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189 v_right = oldright;
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192 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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193 e.pushltime = time + cvar("g_maxpushtime");
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195 PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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196 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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197 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
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198 e.predator.stomach_load -= 1;
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199 e.predator.regurgitate_prepare = 0;
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200 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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201 Vore_Weight_apply(e.predator);
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203 // block firing for a small amount of time, or we'll be firing the next frame
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204 e.weapon_delay = time + button_delay_time;
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205 e.system_delay = e.predator.system_delay = time + system_delay_time;
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206 e.predator = world;
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209 void Vore_Disconnect()
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211 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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213 // prey disconnects or goes spectating while inside someone's belly
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214 if(self.predator.classname == "player")
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215 Vore_Regurgitate(self);
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217 // pred disconnects or goes spectating with players in their belly
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218 else if(self.stomach_load > 0)
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221 FOR_EACH_PLAYER(head)
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223 if(head.predator == self)
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224 Vore_Regurgitate(head);
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226 Vore_Gurglesound(); // stop the gurgling sound
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230 .float digestion_step;
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233 // apply digestion to prey
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235 if(time > self.predator.digestion_step)
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237 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');
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238 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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239 self.predator.health += cvar("g_balance_vore_digestion_vampire");
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241 if (self.predator.digestsound_finished < time)
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243 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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244 self.predator.digestsound_finished = time + 0.5;
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246 self.predator.digestion_step = time + steptime;
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249 if(self.health <= 0)
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250 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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251 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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254 .float teamheal_step;
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255 void Vore_Teamheal()
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259 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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260 if(time > self.teamheal_step)
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262 self.health += cvar("g_balance_vore_teamheal");
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263 self.teamheal_step = time + steptime;
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267 .float stomachkick_delay;
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268 void Vore_StomachKick()
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270 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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272 if(time > self.stomachkick_delay)
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275 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));
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276 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');
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277 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);
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279 if(random() < cvar("g_balance_vore_kick_escapeprobability"))
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280 Vore_Regurgitate(self);
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282 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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286 void Vore_StomachLeave()
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288 // allows players to get out of their predator at will in some circumstances, such as team mates
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290 if(Vore_CanLeave())
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291 Vore_Regurgitate(self);
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292 else if(time > self.complain_vore)
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294 play2(self, "weapons/unavailable.wav");
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295 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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296 self.complain_vore = time + complain_delay_time;
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302 // main vore code, this is where it all happens
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304 // set all vore related stats
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305 if(self.predator.classname == "player")
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307 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
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308 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
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309 self.stat_eaten = num_for_edict(self.predator);
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313 self.stat_stomachload = self.stomach_load;
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314 self.stat_digesting = self.digesting;
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315 self.stat_eaten = 0;
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317 self.stat_canleave = Vore_CanLeave();
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319 // skip the vore system under some circumstances
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320 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
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325 if(self.spectatee_status)
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327 if(time < self.system_delay)
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330 // --------------------------------
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331 // Code that addresses predators:
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332 // --------------------------------
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335 prey = Swallow_player_check();
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337 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
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338 if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)
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339 if(Swallow_condition_check(prey))
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340 Vore_Swallow(prey);
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342 // toggle digestion, if the player has someone in their stomach
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343 if(self.BUTTON_DIGEST)
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345 if(self.stomach_load)
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347 if(time > self.digest_button_delay_time)
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349 self.digesting = !self.digesting;
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350 self.digest_button_delay_time = time + button_delay_time;
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353 else if(time > self.complain_vore)
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355 play2(self, "weapons/unavailable.wav");
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356 sprint(self, "There is nothing to digest\n");
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357 self.complain_vore = time + complain_delay_time;
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360 if(!self.stomach_load)
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361 self.digesting = FALSE;
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363 // predator wishes to regurgitate his prey
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364 if(self.BUTTON_REGURGITATE)
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366 if(self.stomach_load)
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368 if(time > self.regurgitate_button_delay_time)
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370 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
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371 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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372 self.regurgitate_button_delay_time = time + button_delay_time;
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375 else if(time > self.complain_vore)
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377 play2(self, "weapons/unavailable.wav");
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378 sprint(self, "There is nothing to regurgitate\n");
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379 self.complain_vore = time + complain_delay_time;
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383 if(cvar("g_vore_gurglesound"))
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384 Vore_Gurglesound();
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386 // --------------------------------
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387 // Code that addresses the prey:
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388 // --------------------------------
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390 if(self.predator.classname != "player")
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393 if(self.predator.deadflag || self.deadflag)
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394 Vore_Regurgitate(self);
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395 else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)
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397 entity target_predator, oldself;
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398 target_predator = self.predator.predator;
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400 Vore_Regurgitate(self);
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401 if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true
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402 if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey
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403 if(Swallow_condition_check(self))
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406 self = target_predator;
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407 Vore_Swallow(oldself);
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411 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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412 Vore_Regurgitate(self);
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414 // apply delayed regurgitating if it was scheduled
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415 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
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417 self.predator.regurgitate_prepare = 0;
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418 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
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419 Vore_Regurgitate(self);
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422 // execute digesting and team healing
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423 if(self.predator.digesting == TRUE)
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425 if(teams_matter && self.team == self.predator.team)
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428 // execute prey commands
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429 if(self.BUTTON_ATCK)
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430 Vore_StomachKick();
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431 if(self.BUTTON_JUMP)
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432 Vore_StomachLeave();
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434 Vore_CameraEffect_Apply();
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