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1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\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         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
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\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
34         {\r
35                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
36                 {\r
37                         if(time > self.complain_vore)\r
38                         {\r
39                                 play2(self, "weapons/unavailable.wav");\r
40                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
41                                 self.complain_vore = time + complain_delay_time;\r
42                         }\r
43                         return FALSE;\r
44                 }\r
45 \r
46                 if(cvar("g_vore_biggergut"))\r
47                 if(prey.stomach_load > self.stomach_load)\r
48                 {\r
49                         if(time > self.complain_vore)\r
50                         {\r
51                                 play2(self, "weapons/unavailable.wav");\r
52                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 return TRUE;\r
59         }\r
60         return FALSE;\r
61 }\r
62 \r
63 float Vore_CanLeave()\r
64 {\r
65         if(teams_matter && self.team == self.predator.team)\r
66                 return TRUE;\r
67         return FALSE;\r
68 }\r
69 \r
70 // make the camera smoothly lower itself when we get swallowed\r
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)\r
72 .float cameraeffect_current, cameraeffect_target;\r
73 void Vore_CameraEffect_Set(entity e)\r
74 {\r
75         e.cameraeffect_current = 1;\r
76         e.cameraeffect_target = 2;\r
77 }\r
78 void Vore_CameraEffect_Apply()\r
79 {\r
80         if(self.predator.classname != "player")\r
81                 return;\r
82 \r
83         if(self.cvar_cl_vore_cameraspeed)\r
84         {\r
85                 local float step;\r
86                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
87 \r
88                 // not sure if these maths are good, as the effect should be smoother\r
89                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
90                         self.cameraeffect_current -= step;\r
91                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
92                         self.cameraeffect_current += step;\r
93         }\r
94         else\r
95                 self.cameraeffect_current = self.cameraeffect_target;\r
96 \r
97         self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
98 }\r
99 \r
100 .float gurgle_oldstomachload;\r
101 void Vore_Gurglesound()\r
102 {\r
103         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
104         {\r
105                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
106 \r
107                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
108                 self.gurgle_oldstomachload = self.stomach_load;\r
109         }\r
110 }\r
111 \r
112 void Vore_Weight_apply(entity e)\r
113 {\r
114         // apply stomach weight that makes you heavier the more you eat\r
115         // slowing the player is done in cl_physics.qc\r
116 \r
117         if(e.stomach_load != e.vore_oldstomachload)\r
118                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
119         if(e.gravity == 0)\r
120                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
121         e.vore_oldstomachload = e.stomach_load;\r
122 }\r
123 \r
124 .entity pusher;\r
125 .float pushltime;\r
126 void Vore_Swallow(entity e)\r
127 {\r
128         // this player is being swallowed by another player, apply the proper changes\r
129 \r
130         e.vore_oldmovetype = e.movetype;\r
131         e.vore_oldsolid = e.solid;\r
132         e.vore_oldview_ofs_z = e.view_ofs_z;\r
133 \r
134         e.predator = self;\r
135         setorigin(e, e.predator.origin);\r
136         e.velocity = '0 0 0';\r
137         e.movetype = MOVETYPE_FOLLOW;\r
138         e.solid = SOLID_NOT;\r
139         e.alpha = -1; // best way of hiding the eaten player\r
140         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
141 \r
142         // drop keys (KH) and flags (CTF) when we get swallowed\r
143         kh_Key_DropAll(e, FALSE);\r
144         if(e.flagcarried)\r
145                 DropFlag(e.flagcarried, world, e.predator);\r
146 \r
147         Vore_CameraEffect_Set(e);\r
148 \r
149         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
150                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
151 \r
152         if(teams_matter && e.team == e.predator.team)\r
153         {\r
154                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
155                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
156         }\r
157 \r
158         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
159         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
160         e.predator.stomach_load += 1;\r
161         e.predator.regurgitate_prepare = 0;\r
162         Vore_Weight_apply(e.predator);\r
163 \r
164         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
165         e.predator.weapon_delay = time + button_delay_time;\r
166         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
167         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
168 }\r
169 \r
170 void Vore_Regurgitate(entity e)\r
171 {\r
172         // this player is being regurgitated by their predator, apply the proper changes\r
173 \r
174         e.movetype = e.vore_oldmovetype;\r
175         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
176                 e.solid = e.vore_oldsolid;\r
177         e.view_ofs_z = e.vore_oldview_ofs_z;\r
178         e.alpha = default_player_alpha;\r
179 \r
180         // apply velocities\r
181         local vector oldforward, oldright, oldup;\r
182         oldforward = v_forward;\r
183         oldright = v_right;\r
184         oldup = v_up;\r
185         makevectors(e.predator.v_angle);\r
186         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
187         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
188         v_forward = oldforward;\r
189         v_right = oldright;\r
190         v_up = oldup;\r
191 \r
192         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
193         e.pushltime = time + cvar("g_maxpushtime");\r
194 \r
195         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
196         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
197         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
198         e.predator.stomach_load -= 1;\r
199         e.predator.regurgitate_prepare = 0;\r
200         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
201         Vore_Weight_apply(e.predator);\r
202 \r
203         // block firing for a small amount of time, or we'll be firing the next frame\r
204         e.weapon_delay = time + button_delay_time;\r
205         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
206         e.predator = world;\r
207 }\r
208 \r
209 void Vore_Disconnect()\r
210 {\r
211         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
212 \r
213         // prey disconnects or goes spectating while inside someone's belly\r
214         if(self.predator.classname == "player")\r
215                 Vore_Regurgitate(self);\r
216 \r
217         // pred disconnects or goes spectating with players in their belly\r
218         else if(self.stomach_load > 0)\r
219         {\r
220                 entity head;\r
221                 FOR_EACH_PLAYER(head)\r
222                 {\r
223                         if(head.predator == self)\r
224                                 Vore_Regurgitate(head);\r
225                 }\r
226                 Vore_Gurglesound(); // stop the gurgling sound\r
227         }\r
228 }\r
229 \r
230 .float digestion_step;\r
231 void Vore_Digest()\r
232 {\r
233         // apply digestion to prey\r
234 \r
235         if(time > self.predator.digestion_step)\r
236         {\r
237                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
238                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
239                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
240 \r
241                 if (self.predator.digestsound_finished < time)\r
242                 {\r
243                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
244                         self.predator.digestsound_finished = time + 0.5;\r
245                 }\r
246                 self.predator.digestion_step = time + steptime;\r
247         }\r
248 \r
249         if(self.health <= 0)\r
250         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
251                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
252 }\r
253 \r
254 .float teamheal_step;\r
255 void Vore_Teamheal()\r
256 {\r
257         // apply teamheal\r
258 \r
259         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
260         if(time > self.teamheal_step)\r
261         {\r
262                 self.health += cvar("g_balance_vore_teamheal");\r
263                 self.teamheal_step = time + steptime;\r
264         }\r
265 }\r
266 \r
267 .float stomachkick_delay;\r
268 void Vore_StomachKick()\r
269 {\r
270         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
271 \r
272         if(time > self.stomachkick_delay)\r
273         {\r
274                 float damage;\r
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"));\r
276                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
277                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
278 \r
279                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
280                         Vore_Regurgitate(self);\r
281 \r
282                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
283         }\r
284 }\r
285 \r
286 void Vore_StomachLeave()\r
287 {\r
288         // allows players to get out of their predator at will in some circumstances, such as team mates\r
289 \r
290         if(Vore_CanLeave())\r
291                 Vore_Regurgitate(self);\r
292         else if(time > self.complain_vore)\r
293         {\r
294                 play2(self, "weapons/unavailable.wav");\r
295                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
296                 self.complain_vore = time + complain_delay_time;\r
297         }\r
298 }\r
299 \r
300 void Vore()\r
301 {\r
302         // main vore code, this is where it all happens\r
303 \r
304         // set all vore related stats\r
305         if(self.predator.classname == "player")\r
306         {\r
307                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
308                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
309                 self.stat_eaten = num_for_edict(self.predator);\r
310         }\r
311         else\r
312         {\r
313                 self.stat_stomachload = self.stomach_load;\r
314                 self.stat_digesting = self.digesting;\r
315                 self.stat_eaten = 0;\r
316         }\r
317         self.stat_canleave = Vore_CanLeave();\r
318 \r
319         // skip the vore system under some circumstances\r
320         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
321         {\r
322                 Vore_Disconnect();\r
323                 return;\r
324         }\r
325         if(self.spectatee_status)\r
326                 return;\r
327         if(time < self.system_delay)\r
328                 return;\r
329 \r
330 // --------------------------------\r
331 // Code that addresses predators:\r
332 // --------------------------------\r
333 \r
334         entity prey;\r
335         prey = Swallow_player_check();\r
336 \r
337         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
338         if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
339         if(Swallow_condition_check(prey))\r
340                 Vore_Swallow(prey);\r
341 \r
342         // toggle digestion, if the player has someone in their stomach\r
343         if(self.BUTTON_DIGEST)\r
344         {\r
345                 if(self.stomach_load)\r
346                 {\r
347                         if(time > self.digest_button_delay_time)\r
348                         {\r
349                                 self.digesting = !self.digesting;\r
350                                 self.digest_button_delay_time = time + button_delay_time;\r
351                         }\r
352                 }\r
353                 else if(time > self.complain_vore)\r
354                 {\r
355                         play2(self, "weapons/unavailable.wav");\r
356                         sprint(self, "There is nothing to digest\n");\r
357                         self.complain_vore = time + complain_delay_time;\r
358                 }\r
359         }\r
360         if(!self.stomach_load)\r
361                 self.digesting = FALSE;\r
362 \r
363         // predator wishes to regurgitate his prey\r
364         if(self.BUTTON_REGURGITATE)\r
365         {\r
366                 if(self.stomach_load)\r
367                 {\r
368                         if(time > self.regurgitate_button_delay_time)\r
369                         {\r
370                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
371                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
372                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
373                         }\r
374                 }\r
375                 else if(time > self.complain_vore)\r
376                 {\r
377                         play2(self, "weapons/unavailable.wav");\r
378                         sprint(self, "There is nothing to regurgitate\n");\r
379                         self.complain_vore = time + complain_delay_time;\r
380                 }\r
381         }\r
382 \r
383         if(cvar("g_vore_gurglesound"))\r
384                 Vore_Gurglesound();\r
385 \r
386 // --------------------------------\r
387 // Code that addresses the prey:\r
388 // --------------------------------\r
389 \r
390         if(self.predator.classname != "player")\r
391                 return;\r
392 \r
393         if(self.predator.deadflag || self.deadflag)\r
394                 Vore_Regurgitate(self);\r
395         else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
396         {\r
397                 entity target_predator, oldself;\r
398                 target_predator = self.predator.predator;\r
399 \r
400                 Vore_Regurgitate(self);\r
401                 if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true\r
402                 if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey\r
403                 if(Swallow_condition_check(self))\r
404                 {\r
405                         oldself = self;\r
406                         self = target_predator;\r
407                         Vore_Swallow(oldself);\r
408                         self = oldself;\r
409                 }\r
410         }\r
411         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
412                 Vore_Regurgitate(self);\r
413 \r
414         // apply delayed regurgitating if it was scheduled\r
415         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
416         {\r
417                 self.predator.regurgitate_prepare = 0;\r
418                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
419                 Vore_Regurgitate(self);\r
420         }\r
421 \r
422         // execute digesting and team healing\r
423         if(self.predator.digesting == TRUE)\r
424                 Vore_Digest();\r
425         if(teams_matter && self.team == self.predator.team)\r
426                 Vore_Teamheal();\r
427 \r
428         // execute prey commands\r
429         if(self.BUTTON_ATCK)\r
430                 Vore_StomachKick();\r
431         if(self.BUTTON_JUMP)\r
432                 Vore_StomachLeave();\r
433 \r
434         Vore_CameraEffect_Apply();\r
435 }