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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;\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(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
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\r
37         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
42                 {\r
43                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
44                         {\r
45                                 play2(self, "misc/forbidden.wav");\r
46                                 sprint(self, "You cannot swallow your team mates\n");\r
47                                 self.complain_vore = time + complain_delay_time;\r
48                         }\r
49                         return FALSE;\r
50                 }\r
51 \r
52                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
53                 {\r
54                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
55                         {\r
56                                 play2(self, "misc/forbidden.wav");\r
57                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
58                                 self.complain_vore = time + complain_delay_time;\r
59                         }\r
60                         return FALSE;\r
61                 }\r
62 \r
63                 if(cvar("g_vore_biggergut"))\r
64                 if(prey.stomach_load > self.stomach_load)\r
65                 {\r
66                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
67                         {\r
68                                 play2(self, "misc/forbidden.wav");\r
69                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
70                                 self.complain_vore = time + complain_delay_time;\r
71                         }\r
72                         return FALSE;\r
73                 }\r
74 \r
75                 if(!cvar("g_vore_spawnshield"))\r
76                 if(prey.spawnshieldtime > time)\r
77                 {\r
78                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
79                         {\r
80                                 play2(self, "misc/forbidden.wav");\r
81                                 sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
82                                 self.complain_vore = time + complain_delay_time;\r
83                         }\r
84                         return FALSE;\r
85                 }\r
86 \r
87                 return TRUE;\r
88         }\r
89         return FALSE;\r
90 }\r
91 \r
92 float Stomach_TeamMates_check(entity pred)\r
93 {\r
94         // checks if a player's stomach contains any team mates\r
95 \r
96         entity head;\r
97         if(teams_matter)\r
98         {\r
99                 FOR_EACH_PLAYER(head)\r
100                 {\r
101                         if(head.predator == pred && head.team == pred.team)\r
102                                 return TRUE;\r
103                 }\r
104         }\r
105         return FALSE;\r
106 }\r
107 \r
108 float Vore_CanLeave()\r
109 {\r
110         if(self.predator.classname == "player")\r
111         {\r
112                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
113                         return TRUE;\r
114                 if(teams_matter && self.team == self.predator.team)\r
115                         return TRUE;\r
116                 if(g_rpg && cvar("g_rpg_canleave"))\r
117                         return TRUE;\r
118         }\r
119         return FALSE;\r
120 }\r
121 \r
122 // make the camera smoothly lower itself when we get swallowed\r
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)\r
124 .float cameraeffect_current, cameraeffect_target;\r
125 void Vore_CameraEffect_Set(entity e)\r
126 {\r
127         e.cameraeffect_current = 1;\r
128         e.cameraeffect_target = 2;\r
129 }\r
130 void Vore_CameraEffect_Apply()\r
131 {\r
132         if not(self.predator.classname == "player" || self.fakeprey)\r
133                 return;\r
134 \r
135         if(self.cvar_cl_vore_cameraspeed)\r
136         {\r
137                 local float step;\r
138                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
139 \r
140                 // not sure if these maths are good, as the effect should be smoother\r
141                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
142                         self.cameraeffect_current -= step;\r
143                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
144                         self.cameraeffect_current += step;\r
145         }\r
146         else\r
147                 self.cameraeffect_current = self.cameraeffect_target;\r
148 \r
149         self.view_ofs_x = PL_PREY_VIEW_OFS_x;\r
150         self.view_ofs_y = PL_PREY_VIEW_OFS_y;\r
151         self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
152 \r
153         float prey_height;\r
154         if(self.fakeprey)\r
155                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
156         else\r
157                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
158         self.view_ofs_z += prey_height;\r
159 }\r
160 \r
161 .float gurgle_oldstomachload;\r
162 void Vore_GurgleSound()\r
163 {\r
164         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
165         {\r
166                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
167 \r
168                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
169                 self.gurgle_oldstomachload = self.stomach_load;\r
170         }\r
171 }\r
172 \r
173 void Vore_WeightApply(entity e)\r
174 {\r
175         // apply stomach weight that makes you heavier the more you eat\r
176         // slowing the player is done in cl_physics.qc\r
177 \r
178         if(e.stomach_load != e.vore_oldstomachload)\r
179                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
180         if(e.gravity == 0)\r
181                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
182         e.vore_oldstomachload = e.stomach_load;\r
183 }\r
184 \r
185 void Vore_AutoDigest(entity e)\r
186 {\r
187         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
188 \r
189         if(!cvar("g_vore_digestion") || e.digesting)\r
190                 return;\r
191         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
192                 return; // this feature is only for players, not bots\r
193         if(e.stomach_load > 1)\r
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\r
195         if(Stomach_TeamMates_check(e))\r
196                 return; // never begin automatic digestion if we've swallowed a team mate\r
197 \r
198         e.digesting = TRUE;\r
199 }\r
200 \r
201 .entity pusher;\r
202 .float pushltime;\r
203 void Vore_Swallow(entity e)\r
204 {\r
205         // this player is being swallowed by another player, apply the proper changes\r
206 \r
207         e.vore_oldmovetype = e.movetype;\r
208         e.vore_oldsolid = e.solid;\r
209 \r
210         e.predator = self;\r
211         setorigin(e, e.predator.origin);\r
212         e.velocity = '0 0 0';\r
213         e.movetype = MOVETYPE_FOLLOW;\r
214         e.solid = SOLID_NOT;\r
215         e.alpha = -1; // best way of hiding the eaten player\r
216         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
217 \r
218         // drop keys (KH) and flags (CTF) when we get swallowed\r
219         kh_Key_DropAll(e, FALSE);\r
220         if(e.flagcarried)\r
221                 DropFlag(e.flagcarried, world, e.predator);\r
222 \r
223         Vore_CameraEffect_Set(e);\r
224 \r
225         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
226                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
227 \r
228         if(teams_matter && e.team == e.predator.team)\r
229         {\r
230                 if(cvar("g_vore_kick"))\r
231                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
232                 if(cvar("g_vore_digestion"))\r
233                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
234         }\r
235 \r
236         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
237         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
238         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
239         e.predator.stomach_load += 1;\r
240         e.predator.regurgitate_prepare = 0;\r
241         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
242         Vore_WeightApply(e.predator);\r
243         Vore_AutoDigest(e.predator);\r
244 \r
245         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
246         e.predator.weapon_delay = time + button_delay_time;\r
247         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
248         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
249 }\r
250 \r
251 void Vore_Regurgitate(entity e)\r
252 {\r
253         // this player is being regurgitated by their predator, apply the proper changes\r
254 \r
255         e.movetype = e.vore_oldmovetype;\r
256         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
257                 e.solid = e.vore_oldsolid;\r
258         e.view_ofs_z = PL_VIEW_OFS_z;\r
259         e.alpha = default_player_alpha;\r
260 \r
261         // apply velocities\r
262         local vector oldforward, oldright, oldup;\r
263         oldforward = v_forward;\r
264         oldright = v_right;\r
265         oldup = v_up;\r
266         makevectors(e.predator.v_angle);\r
267         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
268         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
269         v_forward = oldforward;\r
270         v_right = oldright;\r
271         v_up = oldup;\r
272 \r
273         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
274         e.pushltime = time + cvar("g_maxpushtime");\r
275 \r
276         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
277         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
278         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
279         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
280         e.predator.stomach_load -= 1;\r
281         e.predator.regurgitate_prepare = 0;\r
282         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
283         Vore_WeightApply(e.predator);\r
284 \r
285         // block firing for a small amount of time, or we'll be firing the next frame\r
286         e.weapon_delay = time + button_delay_time;\r
287         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
288         e.predator = world;\r
289 }\r
290 \r
291 void Vore_DeadPrey_Configure(entity e)\r
292 {\r
293         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
294 \r
295         if(e.fakeprey || e.predator.classname != "player") // already configured\r
296                 return;\r
297 \r
298         // this entity is like e.predator but for dead prey, to avoid conflicts\r
299         e.fakepredator = e.predator;\r
300         e.fakeprey = TRUE;\r
301 \r
302         // first release the prey from the predator, as dead prey needs to be attached differently\r
303         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
304         e.predator.stomach_load -= 1;\r
305         Vore_WeightApply(e.predator);\r
306         e.predator = world;\r
307 \r
308         // now put our dead prey inside the predator's stomach, but only as an effect\r
309         e.movetype = MOVETYPE_FOLLOW;\r
310         e.takedamage = DAMAGE_NO;\r
311         e.solid = SOLID_NOT;\r
312         e.aiment = e.fakepredator;\r
313 \r
314         // completely remove the dead body\r
315         e.modelindex = 0;\r
316 }\r
317 \r
318 void Vore_DeadPrey_Detach(entity e)\r
319 {\r
320         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
321         // should only execute after Vore_DeadPrey_Configure has ran first\r
322 \r
323         if not(cvar("g_vore_keepdeadprey"))\r
324                 return;\r
325 \r
326         e.fakepredator = world;\r
327         e.fakeprey = FALSE;\r
328         e.aiment = world;\r
329         e.movetype = MOVETYPE_TOSS;\r
330 }\r
331 \r
332 void Vore_PreyRelease(entity e, float pred_disconnect)\r
333 {\r
334         if(pred_disconnect)\r
335         {\r
336                 if(e.fakeprey)\r
337                         Vore_DeadPrey_Detach(e);\r
338                 else\r
339                         Vore_Regurgitate(e);\r
340         }\r
341         else\r
342         {\r
343                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
344                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
345                         Vore_DeadPrey_Configure(e);\r
346                 else\r
347                         Vore_Regurgitate(e);\r
348         }\r
349 }\r
350 \r
351 void Vore_Disconnect()\r
352 {\r
353         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
354 \r
355         // prey disconnects or goes spectating while inside someone's belly\r
356         if(self.predator.classname == "player")\r
357                 Vore_PreyRelease(self, TRUE);\r
358 \r
359         // pred disconnects or goes spectating with players in their belly\r
360         entity head;\r
361         FOR_EACH_PLAYER(head)\r
362         {\r
363                 if(head.predator == self || head.fakepredator == self)\r
364                         Vore_PreyRelease(head, TRUE);\r
365         }\r
366         Vore_GurgleSound(); // stop the gurgling sound\r
367 \r
368         self.stomach_load = self.gravity = 0; // prevents a bug\r
369 }\r
370 \r
371 .float digestion_step;\r
372 void Vore_Digest()\r
373 {\r
374         // apply digestion to prey\r
375 \r
376         if(time > self.predator.digestion_step)\r
377         {\r
378                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
379                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
380                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
381 \r
382                 if (self.predator.digestsound_finished < time)\r
383                 {\r
384                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
385                         self.predator.digestsound_finished = time + 0.5;\r
386                 }\r
387                 self.predator.digestion_step = time + steptime;\r
388         }\r
389 \r
390         if(self.deadflag != DEAD_NO)\r
391         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
392                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
393 }\r
394 \r
395 .float teamheal_step;\r
396 void Vore_Teamheal()\r
397 {\r
398         // apply teamheal\r
399 \r
400         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
401         if(time > self.teamheal_step)\r
402         {\r
403                 self.health += cvar("g_balance_vore_teamheal");\r
404                 self.teamheal_step = time + steptime;\r
405 \r
406                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
407                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
408                 {\r
409                         play2(self, "misc/beep.wav");\r
410                         play2(self.predator, "misc/beep.wav");\r
411                 }\r
412         }\r
413 }\r
414 \r
415 .float stomachkick_delay;\r
416 void Vore_StomachKick()\r
417 {\r
418         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
419 \r
420         if(time > self.stomachkick_delay)\r
421         {\r
422                 float damage;\r
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"));\r
424 \r
425                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
426                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
427                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
428                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
429 \r
430                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
431                         Vore_Regurgitate(self);\r
432 \r
433                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
434         }\r
435 }\r
436 \r
437 void Vore_StomachLeave()\r
438 {\r
439         // allows players to get out of their predator at will in some circumstances, such as team mates\r
440 \r
441         if(Vore_CanLeave())\r
442                 Vore_Regurgitate(self);\r
443         else if(time > self.complain_vore)\r
444         {\r
445                 play2(self, "misc/forbidden.wav");\r
446                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
447                 self.complain_vore = time + complain_delay_time;\r
448         }\r
449 }\r
450 \r
451 void Vore_AutoTaunt()\r
452 {\r
453         // triggers ambient vore taunts, for both pred and prey\r
454 \r
455         float taunt_time;\r
456 \r
457         // predator taunts\r
458         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
459         {\r
460                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
461                 {\r
462                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
463                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
464                 }\r
465         }\r
466         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
467         {\r
468                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
469                 SetAutoTaunt(self, 0, 0);\r
470         }\r
471 \r
472         // prey taunts\r
473         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
474         {\r
475                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
476                 {\r
477                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
478                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
479                 }\r
480         }\r
481         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
482         {\r
483                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
484                 SetAutoTaunt(self, 0, 0);\r
485         }\r
486 }\r
487 \r
488 void Vore()\r
489 {\r
490         // main vore code, this is where it all happens\r
491 \r
492         if(!cvar("g_vore")) // the vore system is disabled\r
493         {\r
494                 Vore_Disconnect();\r
495                 return;\r
496         }\r
497 \r
498         Vore_AutoTaunt();\r
499 \r
500         // wash the goo away from players once they leave the stomach\r
501         if(self.predator.classname != "player")\r
502         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
503         if(self.colormod)\r
504         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
505         {\r
506                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
507                 if(self.colormod_x > 1)\r
508                         self.colormod_x = 1;\r
509                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
510                 if(self.colormod_y > 1)\r
511                         self.colormod_y = 1;\r
512                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
513                 if(self.colormod_z > 1)\r
514                         self.colormod_z = 1;\r
515         }\r
516 \r
517         // set all vore stats\r
518         if(self.fakeprey)\r
519                 self.stat_eaten = num_for_edict(self.fakepredator);\r
520         else if(self.predator.classname == "player")\r
521         {\r
522                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
523                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
524                 self.stat_eaten = num_for_edict(self.predator);\r
525         }\r
526         else\r
527         {\r
528                 self.stat_stomachload = self.stomach_load;\r
529                 self.stat_digesting = self.digesting;\r
530                 self.stat_eaten = 0;\r
531         }\r
532         self.stat_canleave = Vore_CanLeave();\r
533 \r
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\r
536         // this code has a high priority and must not be stopped by any delay, so run it here\r
537         if(self.predator.predator.classname == "player")\r
538         {\r
539                 entity target_predator, target_predator_predator, oldself;\r
540                 target_predator = self.predator;\r
541                 target_predator_predator = self.predator.predator;\r
542 \r
543                 Vore_Regurgitate(self);\r
544 \r
545                 // now steal our prey's prey if this probability applies\r
546                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
547                 {\r
548                         oldself = self;\r
549                         self = target_predator_predator;\r
550                         if(Swallow_condition_check(oldself))\r
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\r
553                                 Vore_Swallow(oldself);\r
554                         self = oldself;\r
555                 }\r
556         }\r
557 \r
558         // apply delays and skip the vore system under some circumstances\r
559         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
560         {\r
561                 Vore_Disconnect();\r
562                 return;\r
563         }\r
564         if(self.spectatee_status)\r
565                 return;\r
566         if(time < self.system_delay)\r
567                 return;\r
568 \r
569 // --------------------------------\r
570 // Code that addresses predators:\r
571 // --------------------------------\r
572 \r
573         entity prey;\r
574         prey = Swallow_player_check();\r
575 \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;\r
578         if(Swallow_condition_check(prey))\r
579         {\r
580                 // canswallow stat, used by the HUD\r
581                 if(teams_matter && prey.team == self.team)\r
582                         self.stat_canswallow = 2;\r
583                 else\r
584                         self.stat_canswallow = 1;\r
585 \r
586                 if(self.BUTTON_ATCK)\r
587                         Vore_Swallow(prey);\r
588         }\r
589         else if(prey != world)\r
590                 self.stat_canswallow = -1;\r
591 \r
592         // toggle digestion, if the player has someone in their stomach\r
593         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
594         {\r
595                 if(self.stomach_load)\r
596                 {\r
597                         if(time > self.digest_button_delay_time)\r
598                         {\r
599                                 self.digesting = !self.digesting;\r
600                                 self.digest_button_delay_time = time + button_delay_time;\r
601                         }\r
602                 }\r
603                 else if(time > self.complain_vore)\r
604                 {\r
605                         play2(self, "misc/forbidden.wav");\r
606                         sprint(self, "There is nothing to digest\n");\r
607                         self.complain_vore = time + complain_delay_time;\r
608                 }\r
609         }\r
610         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
611                 self.digesting = FALSE;\r
612 \r
613         // predator wishes to regurgitate his prey\r
614         if(self.BUTTON_REGURGITATE)\r
615         {\r
616                 if(self.stomach_load)\r
617                 {\r
618                         if(time > self.regurgitate_button_delay_time)\r
619                         {\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
623                         }\r
624                 }\r
625                 else if(time > self.complain_vore)\r
626                 {\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
630                 }\r
631         }\r
632 \r
633         if(cvar("g_vore_gurglesound"))\r
634                 Vore_GurgleSound();\r
635 \r
636 // --------------------------------\r
637 // Code that addresses the prey:\r
638 // --------------------------------\r
639 \r
640         Vore_CameraEffect_Apply();\r
641 \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
646 \r
647         if(self.predator.classname != "player")\r
648                 return;\r
649 \r
650         if(self.deadflag != DEAD_NO)\r
651         {\r
652                 Vore_PreyRelease(self, FALSE);\r
653                 return;\r
654         }\r
655 \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
660 \r
661         // apply delayed regurgitating if it was scheduled\r
662         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
663         {\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
667         }\r
668 \r
669         // execute digesting and team healing\r
670         if(self.predator.digesting == TRUE)\r
671                 Vore_Digest();\r
672         if(teams_matter && self.team == self.predator.team)\r
673         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
674                 Vore_Teamheal();\r
675 \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
681 \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
685 }