1 .float regurgitate_prepare;
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2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;
\r
3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
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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 float swallow_range;
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16 vector vore_w_shotorg, vore_w_shotdir;
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18 swallow_range = cvar("g_balance_vore_swallow_range");
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19 if(self.scale) // we can swallow from further or closer based on our size
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20 swallow_range *= self.scale;
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21 vore_w_shotorg = self.origin;
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22 vore_w_shotdir = v_forward;
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24 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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25 if(trace_fraction < 1)
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26 if(trace_ent.classname == "player")
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31 float Swallow_condition_check(entity prey)
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33 // checks the necessary conditions for swallowing a player
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36 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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37 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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38 if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)
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39 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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41 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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43 if(time > self.complain_vore && self.BUTTON_ATCK)
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45 play2(self, "misc/forbidden.wav");
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46 sprint(self, "You cannot swallow your team mates\n");
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47 self.complain_vore = time + complain_delay_time;
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52 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))
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54 if(time > self.complain_vore && self.BUTTON_ATCK)
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56 play2(self, "misc/forbidden.wav");
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57 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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58 self.complain_vore = time + complain_delay_time;
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63 if(cvar("g_vore_biggergut"))
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64 if(prey.stomach_load > self.stomach_load)
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66 if(time > self.complain_vore && self.BUTTON_ATCK)
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68 play2(self, "misc/forbidden.wav");
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69 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");
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70 self.complain_vore = time + complain_delay_time;
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75 if(!cvar("g_vore_spawnshield"))
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76 if(prey.spawnshieldtime > time)
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78 if(time > self.complain_vore && self.BUTTON_ATCK)
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80 play2(self, "misc/forbidden.wav");
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81 sprint(self, "You cannot swallow someone protected by the spawn shield\n");
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82 self.complain_vore = time + complain_delay_time;
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92 float Stomach_TeamMates_check(entity pred)
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94 // checks if a player's stomach contains any team mates
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99 FOR_EACH_PLAYER(head)
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101 if(head.predator == pred && head.team == pred.team)
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108 float Vore_CanLeave()
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110 if(self.predator.classname == "player")
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112 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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114 if(teams_matter && self.team == self.predator.team)
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116 if(g_rpg && cvar("g_rpg_canleave"))
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122 // make the camera smoothly lower itself when we get swallowed
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123 // 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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124 .float cameraeffect_current, cameraeffect_target;
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125 void Vore_CameraEffect_Set(entity e)
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127 e.cameraeffect_current = 1;
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128 e.cameraeffect_target = 2;
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130 void Vore_CameraEffect_Apply()
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132 if not(self.predator.classname == "player" || self.fakeprey)
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135 if(self.cvar_cl_vore_cameraspeed)
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138 step = self.cvar_cl_vore_cameraspeed * frametime;
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140 // not sure if these maths are good, as the effect should be smoother
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141 if(self.cameraeffect_current >= self.cameraeffect_target + step)
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142 self.cameraeffect_current -= step;
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143 else if(self.cameraeffect_current <= self.cameraeffect_target - step)
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144 self.cameraeffect_current += step;
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147 self.cameraeffect_current = self.cameraeffect_target;
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149 self.view_ofs_x = PL_PREY_VIEW_OFS_x;
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150 self.view_ofs_y = PL_PREY_VIEW_OFS_y;
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151 self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;
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155 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");
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157 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");
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158 self.view_ofs_z += prey_height;
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161 .float gurgle_oldstomachload;
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162 void Vore_GurgleSound()
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164 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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166 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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168 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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169 self.gurgle_oldstomachload = self.stomach_load;
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173 void Vore_WeightApply(entity e)
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175 // apply stomach weight that makes you heavier the more you eat
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176 // slowing the player is done in cl_physics.qc
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178 if(e.stomach_load != e.vore_oldstomachload)
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179 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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181 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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182 e.vore_oldstomachload = e.stomach_load;
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185 void Vore_AutoDigest(entity e)
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187 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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189 if(!cvar("g_vore_digestion") || e.digesting)
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191 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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192 return; // this feature is only for players, not bots
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193 if(e.stomach_load > 1)
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194 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
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195 if(Stomach_TeamMates_check(e))
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196 return; // never begin automatic digestion if we've swallowed a team mate
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198 e.digesting = TRUE;
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203 void Vore_Swallow(entity e)
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205 // this player is being swallowed by another player, apply the proper changes
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207 e.vore_oldmovetype = e.movetype;
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208 e.vore_oldsolid = e.solid;
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211 setorigin(e, e.predator.origin);
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212 e.velocity = '0 0 0';
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213 e.movetype = MOVETYPE_FOLLOW;
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214 e.solid = SOLID_NOT;
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215 e.alpha = -1; // best way of hiding the eaten player
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216 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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218 // drop keys (KH) and flags (CTF) when we get swallowed
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219 kh_Key_DropAll(e, FALSE);
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221 DropFlag(e.flagcarried, world, e.predator);
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223 Vore_CameraEffect_Set(e);
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225 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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226 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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228 if(teams_matter && e.team == e.predator.team)
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230 if(cvar("g_vore_kick"))
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231 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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232 if(cvar("g_vore_digestion"))
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233 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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236 PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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237 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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238 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
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239 e.predator.stomach_load += 1;
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240 e.predator.regurgitate_prepare = 0;
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241 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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242 Vore_WeightApply(e.predator);
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243 Vore_AutoDigest(e.predator);
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245 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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246 e.predator.weapon_delay = time + button_delay_time;
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247 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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248 e.system_delay = e.predator.system_delay = time + system_delay_time;
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251 void Vore_Regurgitate(entity e)
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253 // this player is being regurgitated by their predator, apply the proper changes
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255 e.movetype = e.vore_oldmovetype;
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256 if(e.health > 0) // leave SOLID_NOT for dead bodies
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257 e.solid = e.vore_oldsolid;
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258 e.view_ofs_z = PL_VIEW_OFS_z;
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259 e.alpha = default_player_alpha;
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261 // apply velocities
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262 local vector oldforward, oldright, oldup;
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263 oldforward = v_forward;
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264 oldright = v_right;
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266 makevectors(e.predator.v_angle);
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267 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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268 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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269 v_forward = oldforward;
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270 v_right = oldright;
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273 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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274 e.pushltime = time + cvar("g_maxpushtime");
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276 PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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277 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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278 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
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279 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
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280 e.predator.stomach_load -= 1;
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281 e.predator.regurgitate_prepare = 0;
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282 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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283 Vore_WeightApply(e.predator);
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285 // block firing for a small amount of time, or we'll be firing the next frame
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286 e.weapon_delay = time + button_delay_time;
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287 e.system_delay = e.predator.system_delay = time + system_delay_time;
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288 e.predator = world;
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291 void Vore_DeadPrey_Configure(entity e)
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293 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
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295 if(e.fakeprey || e.predator.classname != "player") // already configured
\r
298 // this entity is like e.predator but for dead prey, to avoid conflicts
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299 e.fakepredator = e.predator;
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302 // first release the prey from the predator, as dead prey needs to be attached differently
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303 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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304 e.predator.stomach_load -= 1;
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305 Vore_WeightApply(e.predator);
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306 e.predator = world;
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308 // now put our dead prey inside the predator's stomach, but only as an effect
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309 e.movetype = MOVETYPE_FOLLOW;
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310 e.takedamage = DAMAGE_NO;
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311 e.solid = SOLID_NOT;
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312 e.aiment = e.fakepredator;
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314 // completely remove the dead body
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318 void Vore_DeadPrey_Detach(entity e)
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320 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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321 // should only execute after Vore_DeadPrey_Configure has ran first
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323 if not(cvar("g_vore_keepdeadprey"))
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326 e.fakepredator = world;
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327 e.fakeprey = FALSE;
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329 e.movetype = MOVETYPE_TOSS;
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332 void Vore_PreyRelease(entity e, float pred_disconnect)
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334 if(pred_disconnect)
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337 Vore_DeadPrey_Detach(e);
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339 Vore_Regurgitate(e);
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343 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
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344 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
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345 Vore_DeadPrey_Configure(e);
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347 Vore_Regurgitate(e);
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351 void Vore_Disconnect()
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353 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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355 // prey disconnects or goes spectating while inside someone's belly
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356 if(self.predator.classname == "player")
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357 Vore_PreyRelease(self, TRUE);
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359 // pred disconnects or goes spectating with players in their belly
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361 FOR_EACH_PLAYER(head)
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363 if(head.predator == self || head.fakepredator == self)
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364 Vore_PreyRelease(head, TRUE);
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366 Vore_GurgleSound(); // stop the gurgling sound
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368 self.stomach_load = self.gravity = 0; // prevents a bug
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371 .float digestion_step;
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374 // apply digestion to prey
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376 if(time > self.predator.digestion_step)
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378 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');
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379 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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380 self.predator.health += cvar("g_balance_vore_digestion_vampire");
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382 if (self.predator.digestsound_finished < time)
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384 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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385 self.predator.digestsound_finished = time + 0.5;
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387 self.predator.digestion_step = time + steptime;
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390 if(self.deadflag != DEAD_NO)
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391 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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392 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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395 .float teamheal_step;
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396 void Vore_Teamheal()
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400 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
\r
401 if(time > self.teamheal_step)
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403 self.health += cvar("g_balance_vore_teamheal");
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404 self.teamheal_step = time + steptime;
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406 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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407 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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409 play2(self, "misc/beep.wav");
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410 play2(self.predator, "misc/beep.wav");
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415 .float stomachkick_delay;
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416 void Vore_StomachKick()
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418 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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420 if(time > self.stomachkick_delay)
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423 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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425 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));
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426 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);
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427 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
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428 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
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430 if(random() < cvar("g_balance_vore_kick_escapeprobability"))
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431 Vore_Regurgitate(self);
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433 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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437 void Vore_StomachLeave()
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439 // allows players to get out of their predator at will in some circumstances, such as team mates
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441 if(Vore_CanLeave())
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442 Vore_Regurgitate(self);
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443 else if(time > self.complain_vore)
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445 play2(self, "misc/forbidden.wav");
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446 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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447 self.complain_vore = time + complain_delay_time;
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451 void Vore_AutoTaunt()
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453 // triggers ambient vore taunts, for both pred and prey
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458 if(self.stomach_load && !Stomach_TeamMates_check(self))
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460 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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462 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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463 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
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466 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
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468 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
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469 SetAutoTaunt(self, 0, 0);
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473 if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))
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475 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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477 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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478 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
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481 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
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483 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
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484 SetAutoTaunt(self, 0, 0);
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490 // main vore code, this is where it all happens
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492 if(!cvar("g_vore")) // the vore system is disabled
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500 // wash the goo away from players once they leave the stomach
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501 if(self.predator.classname != "player")
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502 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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504 if(cvar("g_vore_regurgitatecolor_release_fade"))
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506 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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507 if(self.colormod_x > 1)
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508 self.colormod_x = 1;
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509 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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510 if(self.colormod_y > 1)
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511 self.colormod_y = 1;
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512 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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513 if(self.colormod_z > 1)
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514 self.colormod_z = 1;
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517 // set all vore stats
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519 self.stat_eaten = num_for_edict(self.fakepredator);
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520 else if(self.predator.classname == "player")
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522 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
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523 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
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524 self.stat_eaten = num_for_edict(self.predator);
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528 self.stat_stomachload = self.stomach_load;
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529 self.stat_digesting = self.digesting;
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530 self.stat_eaten = 0;
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532 self.stat_canleave = Vore_CanLeave();
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534 // don't allow a player inside a player inside another player :)
\r
535 // prevent this by checking if such has happened, and taking the proper measures
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536 // this code has a high priority and must not be stopped by any delay, so run it here
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537 if(self.predator.predator.classname == "player")
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539 entity target_predator, target_predator_predator, oldself;
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540 target_predator = self.predator;
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541 target_predator_predator = self.predator.predator;
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543 Vore_Regurgitate(self);
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545 // now steal our prey's prey if this probability applies
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546 if(random() < cvar("g_balance_vore_swallow_stealprey"))
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549 self = target_predator_predator;
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550 if(Swallow_condition_check(oldself))
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551 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
552 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
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553 Vore_Swallow(oldself);
\r
558 // apply delays and skip the vore system under some circumstances
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559 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
564 if(self.spectatee_status)
\r
566 if(time < self.system_delay)
\r
569 // --------------------------------
\r
570 // Code that addresses predators:
\r
571 // --------------------------------
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574 prey = Swallow_player_check();
\r
576 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
577 self.stat_canswallow = 0;
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578 if(Swallow_condition_check(prey))
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580 // canswallow stat, used by the HUD
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581 if(teams_matter && prey.team == self.team)
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582 self.stat_canswallow = 2;
\r
584 self.stat_canswallow = 1;
\r
586 if(self.BUTTON_ATCK)
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587 Vore_Swallow(prey);
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589 else if(prey != world)
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590 self.stat_canswallow = -1;
\r
592 // toggle digestion, if the player has someone in their stomach
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593 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
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595 if(self.stomach_load)
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597 if(time > self.digest_button_delay_time)
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599 self.digesting = !self.digesting;
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600 self.digest_button_delay_time = time + button_delay_time;
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603 else if(time > self.complain_vore)
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605 play2(self, "misc/forbidden.wav");
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606 sprint(self, "There is nothing to digest\n");
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607 self.complain_vore = time + complain_delay_time;
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610 if(!self.stomach_load || !cvar("g_vore_digestion"))
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611 self.digesting = FALSE;
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613 // predator wishes to regurgitate his prey
\r
614 if(self.BUTTON_REGURGITATE)
\r
616 if(self.stomach_load)
\r
618 if(time > self.regurgitate_button_delay_time)
\r
620 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
621 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
622 self.regurgitate_button_delay_time = time + button_delay_time;
\r
625 else if(time > self.complain_vore)
\r
627 play2(self, "misc/forbidden.wav");
\r
628 sprint(self, "There is nothing to regurgitate\n");
\r
629 self.complain_vore = time + complain_delay_time;
\r
633 if(cvar("g_vore_gurglesound"))
\r
634 Vore_GurgleSound();
\r
636 // --------------------------------
\r
637 // Code that addresses the prey:
\r
638 // --------------------------------
\r
640 Vore_CameraEffect_Apply();
\r
642 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
643 if(self.fakepredator.classname == "player")
\r
644 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")
\r
645 Vore_DeadPrey_Detach(self);
\r
647 if(self.predator.classname != "player")
\r
650 if(self.deadflag != DEAD_NO)
\r
652 Vore_PreyRelease(self, FALSE);
\r
656 if(self.predator.deadflag != DEAD_NO)
\r
657 Vore_Regurgitate(self);
\r
658 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
\r
659 Vore_Regurgitate(self);
\r
661 // apply delayed regurgitating if it was scheduled
\r
662 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
664 self.predator.regurgitate_prepare = 0;
\r
665 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
666 Vore_Regurgitate(self);
\r
669 // execute digesting and team healing
\r
670 if(self.predator.digesting == TRUE)
\r
672 if(teams_matter && self.team == self.predator.team)
\r
673 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
676 // execute prey commands
\r
677 if(self.BUTTON_ATCK && cvar("g_vore_kick"))
\r
678 Vore_StomachKick();
\r
679 if(self.BUTTON_JUMP)
\r
680 Vore_StomachLeave();
\r
682 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
683 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
684 kh_Key_DropAll(self, FALSE);
\r