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