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Use a different method of applying the predator's scale to the prey's view offset...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
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_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
150         if(self.predator.scale)\r
151                 self.view_ofs_z *= self.predator.scale;\r
152 }\r
153 \r
154 .float gurgle_oldstomachload;\r
155 void Vore_GurgleSound()\r
156 {\r
157         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
158         {\r
159                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
160 \r
161                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
162                 self.gurgle_oldstomachload = self.stomach_load;\r
163         }\r
164 }\r
165 \r
166 void Vore_WeightApply(entity e)\r
167 {\r
168         // apply stomach weight that makes you heavier the more you eat\r
169         // slowing the player is done in cl_physics.qc\r
170 \r
171         if(e.stomach_load != e.vore_oldstomachload)\r
172                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
173         if(e.gravity == 0)\r
174                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
175         e.vore_oldstomachload = e.stomach_load;\r
176 }\r
177 \r
178 void Vore_AutoDigest(entity e)\r
179 {\r
180         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
181 \r
182         if(!cvar("g_vore_digestion") || e.digesting)\r
183                 return;\r
184         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
185                 return; // this feature is only for players, not bots\r
186         if(e.stomach_load > 1)\r
187                 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
188         if(Stomach_TeamMates_check(e))\r
189                 return; // never begin automatic digestion if we've swallowed a team mate\r
190 \r
191         e.digesting = TRUE;\r
192 }\r
193 \r
194 .entity pusher;\r
195 .float pushltime;\r
196 void Vore_Swallow(entity e)\r
197 {\r
198         // this player is being swallowed by another player, apply the proper changes\r
199 \r
200         e.vore_oldmovetype = e.movetype;\r
201         e.vore_oldsolid = e.solid;\r
202 \r
203         e.predator = self;\r
204         setorigin(e, e.predator.origin);\r
205         e.velocity = '0 0 0';\r
206         e.movetype = MOVETYPE_FOLLOW;\r
207         e.solid = SOLID_NOT;\r
208         e.alpha = -1; // best way of hiding the eaten player\r
209         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
210 \r
211         // drop keys (KH) and flags (CTF) when we get swallowed\r
212         kh_Key_DropAll(e, FALSE);\r
213         if(e.flagcarried)\r
214                 DropFlag(e.flagcarried, world, e.predator);\r
215 \r
216         Vore_CameraEffect_Set(e);\r
217 \r
218         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
219                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
220 \r
221         if(teams_matter && e.team == e.predator.team)\r
222         {\r
223                 if(cvar("g_vore_kick"))\r
224                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
225                 if(cvar("g_vore_digestion"))\r
226                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
227         }\r
228 \r
229         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
230         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
231         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
232         e.predator.stomach_load += 1;\r
233         e.predator.regurgitate_prepare = 0;\r
234         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
235         Vore_WeightApply(e.predator);\r
236         Vore_AutoDigest(e.predator);\r
237 \r
238         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
239         e.predator.weapon_delay = time + button_delay_time;\r
240         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
241         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
242 }\r
243 \r
244 void Vore_Regurgitate(entity e)\r
245 {\r
246         // this player is being regurgitated by their predator, apply the proper changes\r
247 \r
248         e.movetype = e.vore_oldmovetype;\r
249         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
250                 e.solid = e.vore_oldsolid;\r
251         e.view_ofs_z = PL_VIEW_OFS_z;\r
252         e.alpha = default_player_alpha;\r
253 \r
254         // apply velocities\r
255         local vector oldforward, oldright, oldup;\r
256         oldforward = v_forward;\r
257         oldright = v_right;\r
258         oldup = v_up;\r
259         makevectors(e.predator.v_angle);\r
260         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
261         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
262         v_forward = oldforward;\r
263         v_right = oldright;\r
264         v_up = oldup;\r
265 \r
266         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
267         e.pushltime = time + cvar("g_maxpushtime");\r
268 \r
269         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
270         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
271         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
272         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
273         e.predator.stomach_load -= 1;\r
274         e.predator.regurgitate_prepare = 0;\r
275         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
276         Vore_WeightApply(e.predator);\r
277 \r
278         // block firing for a small amount of time, or we'll be firing the next frame\r
279         e.weapon_delay = time + button_delay_time;\r
280         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
281         e.predator = world;\r
282 }\r
283 \r
284 void Vore_DeadPrey_Configure(entity e)\r
285 {\r
286         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
287 \r
288         if(e.fakeprey || e.predator.classname != "player") // already configured\r
289                 return;\r
290 \r
291         // this entity is like e.predator but for dead prey, to avoid conflicts\r
292         e.fakepredator = e.predator;\r
293         e.fakeprey = TRUE;\r
294 \r
295         // first release the prey from the predator, as dead prey needs to be attached differently\r
296         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
297         e.predator.stomach_load -= 1;\r
298         Vore_WeightApply(e.predator);\r
299         e.predator = world;\r
300 \r
301         // now put our dead prey inside the predator's stomach, but only as an effect\r
302         e.movetype = MOVETYPE_FOLLOW;\r
303         e.takedamage = DAMAGE_NO;\r
304         e.solid = SOLID_NOT;\r
305         e.aiment = e.fakepredator;\r
306 \r
307         // completely remove the dead body\r
308         e.modelindex = 0;\r
309 }\r
310 \r
311 void Vore_DeadPrey_Detach(entity e)\r
312 {\r
313         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
314         // should only execute after Vore_DeadPrey_Configure has ran first\r
315 \r
316         if not(cvar("g_vore_keepdeadprey"))\r
317                 return;\r
318 \r
319         e.fakepredator = world;\r
320         e.fakeprey = FALSE;\r
321         e.aiment = world;\r
322         e.movetype = MOVETYPE_TOSS;\r
323 }\r
324 \r
325 void Vore_PreyRelease(entity e, float pred_disconnect)\r
326 {\r
327         if(pred_disconnect)\r
328         {\r
329                 if(e.fakeprey)\r
330                         Vore_DeadPrey_Detach(e);\r
331                 else\r
332                         Vore_Regurgitate(e);\r
333         }\r
334         else\r
335         {\r
336                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
337                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
338                         Vore_DeadPrey_Configure(e);\r
339                 else\r
340                         Vore_Regurgitate(e);\r
341         }\r
342 }\r
343 \r
344 void Vore_Disconnect()\r
345 {\r
346         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
347 \r
348         // prey disconnects or goes spectating while inside someone's belly\r
349         if(self.predator.classname == "player")\r
350                 Vore_PreyRelease(self, TRUE);\r
351 \r
352         // pred disconnects or goes spectating with players in their belly\r
353         entity head;\r
354         FOR_EACH_PLAYER(head)\r
355         {\r
356                 if(head.predator == self || head.fakepredator == self)\r
357                         Vore_PreyRelease(head, TRUE);\r
358         }\r
359         Vore_GurgleSound(); // stop the gurgling sound\r
360 \r
361         self.stomach_load = self.gravity = 0; // prevents a bug\r
362 }\r
363 \r
364 .float digestion_step;\r
365 void Vore_Digest()\r
366 {\r
367         // apply digestion to prey\r
368 \r
369         if(time > self.predator.digestion_step)\r
370         {\r
371                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
372                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
373                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
374 \r
375                 if (self.predator.digestsound_finished < time)\r
376                 {\r
377                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
378                         self.predator.digestsound_finished = time + 0.5;\r
379                 }\r
380                 self.predator.digestion_step = time + steptime;\r
381         }\r
382 \r
383         if(self.deadflag != DEAD_NO)\r
384         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
385                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
386 }\r
387 \r
388 .float teamheal_step;\r
389 void Vore_Teamheal()\r
390 {\r
391         // apply teamheal\r
392 \r
393         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
394         if(time > self.teamheal_step)\r
395         {\r
396                 self.health += cvar("g_balance_vore_teamheal");\r
397                 self.teamheal_step = time + steptime;\r
398 \r
399                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
400                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
401                 {\r
402                         play2(self, "misc/beep.wav");\r
403                         play2(self.predator, "misc/beep.wav");\r
404                 }\r
405         }\r
406 }\r
407 \r
408 .float stomachkick_delay;\r
409 void Vore_StomachKick()\r
410 {\r
411         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
412 \r
413         if(time > self.stomachkick_delay)\r
414         {\r
415                 float damage;\r
416                 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
417 \r
418                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
419                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
420                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
421                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
422 \r
423                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
424                         Vore_Regurgitate(self);\r
425 \r
426                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
427         }\r
428 }\r
429 \r
430 void Vore_StomachLeave()\r
431 {\r
432         // allows players to get out of their predator at will in some circumstances, such as team mates\r
433 \r
434         if(Vore_CanLeave())\r
435                 Vore_Regurgitate(self);\r
436         else if(time > self.complain_vore)\r
437         {\r
438                 play2(self, "misc/forbidden.wav");\r
439                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
440                 self.complain_vore = time + complain_delay_time;\r
441         }\r
442 }\r
443 \r
444 void Vore_AutoTaunt()\r
445 {\r
446         // triggers ambient vore taunts, for both pred and prey\r
447 \r
448         float taunt_time;\r
449 \r
450         // predator taunts\r
451         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
452         {\r
453                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
454                 {\r
455                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
456                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
457                 }\r
458         }\r
459         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
460         {\r
461                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
462                 SetAutoTaunt(self, 0, 0);\r
463         }\r
464 \r
465         // prey taunts\r
466         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
467         {\r
468                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
469                 {\r
470                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
471                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
472                 }\r
473         }\r
474         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
475         {\r
476                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
477                 SetAutoTaunt(self, 0, 0);\r
478         }\r
479 }\r
480 \r
481 void Vore()\r
482 {\r
483         // main vore code, this is where it all happens\r
484 \r
485         if(!cvar("g_vore")) // the vore system is disabled\r
486         {\r
487                 Vore_Disconnect();\r
488                 return;\r
489         }\r
490 \r
491         Vore_AutoTaunt();\r
492 \r
493         // wash the goo away from players once they leave the stomach\r
494         if(self.predator.classname != "player")\r
495         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
496         if(self.colormod)\r
497         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
498         {\r
499                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
500                 if(self.colormod_x > 1)\r
501                         self.colormod_x = 1;\r
502                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
503                 if(self.colormod_y > 1)\r
504                         self.colormod_y = 1;\r
505                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
506                 if(self.colormod_z > 1)\r
507                         self.colormod_z = 1;\r
508         }\r
509 \r
510         // set all vore stats\r
511         if(self.fakeprey)\r
512                 self.stat_eaten = num_for_edict(self.fakepredator);\r
513         else if(self.predator.classname == "player")\r
514         {\r
515                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
516                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
517                 self.stat_eaten = num_for_edict(self.predator);\r
518         }\r
519         else\r
520         {\r
521                 self.stat_stomachload = self.stomach_load;\r
522                 self.stat_digesting = self.digesting;\r
523                 self.stat_eaten = 0;\r
524         }\r
525         self.stat_canleave = Vore_CanLeave();\r
526 \r
527         // don't allow a player inside a player inside another player :)\r
528         // prevent this by checking if such has happened, and taking the proper measures\r
529         // this code has a high priority and must not be stopped by any delay, so run it here\r
530         if(self.predator.predator.classname == "player")\r
531         {\r
532                 entity target_predator, target_predator_predator, oldself;\r
533                 target_predator = self.predator;\r
534                 target_predator_predator = self.predator.predator;\r
535 \r
536                 Vore_Regurgitate(self);\r
537 \r
538                 // now steal our prey's prey if this probability applies\r
539                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
540                 {\r
541                         oldself = self;\r
542                         self = target_predator_predator;\r
543                         if(Swallow_condition_check(oldself))\r
544                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
545                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
546                                 Vore_Swallow(oldself);\r
547                         self = oldself;\r
548                 }\r
549         }\r
550 \r
551         // apply delays and skip the vore system under some circumstances\r
552         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
553         {\r
554                 Vore_Disconnect();\r
555                 return;\r
556         }\r
557         if(self.spectatee_status)\r
558                 return;\r
559         if(time < self.system_delay)\r
560                 return;\r
561 \r
562 // --------------------------------\r
563 // Code that addresses predators:\r
564 // --------------------------------\r
565 \r
566         entity prey;\r
567         prey = Swallow_player_check();\r
568 \r
569         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
570         self.stat_canswallow = 0;\r
571         if(Swallow_condition_check(prey))\r
572         {\r
573                 // canswallow stat, used by the HUD\r
574                 if(teams_matter && prey.team == self.team)\r
575                         self.stat_canswallow = 2;\r
576                 else\r
577                         self.stat_canswallow = 1;\r
578 \r
579                 if(self.BUTTON_ATCK)\r
580                         Vore_Swallow(prey);\r
581         }\r
582         else if(prey != world)\r
583                 self.stat_canswallow = -1;\r
584 \r
585         // toggle digestion, if the player has someone in their stomach\r
586         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
587         {\r
588                 if(self.stomach_load)\r
589                 {\r
590                         if(time > self.digest_button_delay_time)\r
591                         {\r
592                                 self.digesting = !self.digesting;\r
593                                 self.digest_button_delay_time = time + button_delay_time;\r
594                         }\r
595                 }\r
596                 else if(time > self.complain_vore)\r
597                 {\r
598                         play2(self, "misc/forbidden.wav");\r
599                         sprint(self, "There is nothing to digest\n");\r
600                         self.complain_vore = time + complain_delay_time;\r
601                 }\r
602         }\r
603         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
604                 self.digesting = FALSE;\r
605 \r
606         // predator wishes to regurgitate his prey\r
607         if(self.BUTTON_REGURGITATE)\r
608         {\r
609                 if(self.stomach_load)\r
610                 {\r
611                         if(time > self.regurgitate_button_delay_time)\r
612                         {\r
613                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
614                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
615                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
616                         }\r
617                 }\r
618                 else if(time > self.complain_vore)\r
619                 {\r
620                         play2(self, "misc/forbidden.wav");\r
621                         sprint(self, "There is nothing to regurgitate\n");\r
622                         self.complain_vore = time + complain_delay_time;\r
623                 }\r
624         }\r
625 \r
626         if(cvar("g_vore_gurglesound"))\r
627                 Vore_GurgleSound();\r
628 \r
629 // --------------------------------\r
630 // Code that addresses the prey:\r
631 // --------------------------------\r
632 \r
633         Vore_CameraEffect_Apply();\r
634 \r
635         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
636         if(self.fakepredator.classname == "player")\r
637         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
638                 Vore_DeadPrey_Detach(self);\r
639 \r
640         if(self.predator.classname != "player")\r
641                 return;\r
642 \r
643         if(self.deadflag != DEAD_NO)\r
644         {\r
645                 Vore_PreyRelease(self, FALSE);\r
646                 return;\r
647         }\r
648 \r
649         if(self.predator.deadflag != DEAD_NO)\r
650                 Vore_Regurgitate(self);\r
651         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
652                 Vore_Regurgitate(self);\r
653 \r
654         // apply delayed regurgitating if it was scheduled\r
655         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
656         {\r
657                 self.predator.regurgitate_prepare = 0;\r
658                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
659                 Vore_Regurgitate(self);\r
660         }\r
661 \r
662         // execute digesting and team healing\r
663         if(self.predator.digesting == TRUE)\r
664                 Vore_Digest();\r
665         if(teams_matter && self.team == self.predator.team)\r
666         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
667                 Vore_Teamheal();\r
668 \r
669         // execute prey commands\r
670         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
671                 Vore_StomachKick();\r
672         if(self.BUTTON_JUMP)\r
673                 Vore_StomachLeave();\r
674 \r
675         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
676         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
677         kh_Key_DropAll(self, FALSE);\r
678 }