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Proper delays
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1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay, regurgitate_button_delay;\r
3 .float complain_swallow;\r
4 const float complain_delay = 1;\r
5 const float button_delay = 0.5;\r
6 const float steptime = 0.1;\r
7 const float system_delay_time = 0.1;\r
8 \r
9 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
10 \r
11 entity Swallow_distance_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14         vector w_shotorg, w_shotdir;\r
15         w_shotorg = self.origin + self.view_ofs;\r
16         w_shotdir = v_forward;\r
17 \r
18         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
19         if(trace_fraction < 1)\r
20         if(trace_ent.classname == "player")\r
21                 return trace_ent;\r
22         return world;\r
23 }\r
24 \r
25 float Swallow_condition_check(entity prey)\r
26 {\r
27         // checks the necessary conditions for swallowing another player\r
28         if(prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
29         if(self.classname == "player" && self.eater.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
30         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
31         {\r
32                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
33                 {\r
34                         if(time > self.complain_swallow)\r
35                         {\r
36                                 play2(self, "weapons/unavailable.wav");\r
37                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
38                                 self.complain_swallow = time + complain_delay;\r
39                         }\r
40                         return FALSE;\r
41                 }\r
42 \r
43                 if(cvar("g_vore_biggergut"))\r
44                 if(prey.stomach_load > self.stomach_load)\r
45                 {\r
46                         if(time > self.complain_swallow)\r
47                         {\r
48                                 play2(self, "weapons/unavailable.wav");\r
49                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
50                                 self.complain_swallow = time + complain_delay;\r
51                         }\r
52                         return FALSE;\r
53                 }\r
54                 return TRUE;\r
55         }\r
56         return FALSE;\r
57 }\r
58 \r
59 // make the camera smoothly lower itself when we get swallowed\r
60 // the target we are going for is from normal view offset to half of the view offset (because half is the best positioning of the view for the stomach model)\r
61 .float cameraeffect_current, cameraeffect_target;\r
62 void Vore_CameraEffect_Set(entity e)\r
63 {\r
64         e.cameraeffect_current = 1;\r
65         e.cameraeffect_target = 2;\r
66 }\r
67 void Vore_CameraEffect_Apply()\r
68 {\r
69         if(self.eater.classname != "player")\r
70                 return;\r
71 \r
72         if(self.cvar_cl_vore_cameraspeed)\r
73         {\r
74                 local float step;\r
75                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
76 \r
77                 // not sure if these maths are good, as the effect should be smoother\r
78                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
79                         self.cameraeffect_current -= step;\r
80                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
81                         self.cameraeffect_current += step;\r
82         }\r
83         else\r
84                 self.cameraeffect_current = self.cameraeffect_target;\r
85 \r
86         self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
87 }\r
88 \r
89 void Vore_Weight_apply(entity e)\r
90 {\r
91         // apply stomach weight that makes you heavier the more you eat\r
92         // slowing the player is applied in cl_physics.qc\r
93         if(e.stomach_load != e.vore_oldstomachload)\r
94                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
95         if(e.gravity == 0)\r
96                 e.gravity = 0.00001; // 0 becomes 1 for .gravity, so do this to allow 0 gravity\r
97         e.vore_oldstomachload = e.stomach_load;\r
98 }\r
99 \r
100 .entity pusher;\r
101 .float pushltime;\r
102 void Vore_Swallow(entity e)\r
103 {\r
104         // this player is beening swallowed by another player, apply the proper changes\r
105         e.vore_oldmovetype = e.movetype;\r
106         e.vore_oldsolid = e.solid;\r
107         e.vore_oldview_ofs_z = e.view_ofs_z;\r
108 \r
109         e.eater = self;\r
110         setorigin(e, e.eater.origin);\r
111         e.velocity = '0 0 0';\r
112         e.movetype = MOVETYPE_FOLLOW;\r
113         e.solid = SOLID_NOT;\r
114         e.alpha = -1; // best way of hiding / showing the eaten player\r
115         e.aiment = e.eater; // follow the predator. Is automatically unset\r
116 \r
117         // drop keys (KH) and flags (CTF) when we get swallowed\r
118         kh_Key_DropAll(e, FALSE);\r
119         if(e.flagcarried)\r
120                 DropFlag(e.flagcarried, world, e.eater);\r
121 \r
122         Vore_CameraEffect_Set(e);\r
123 \r
124         if(stov(cvar_string("g_vore_regurgitatecolor_released")))\r
125                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));\r
126 \r
127         if(e.team == e.eater.team && teamplay)\r
128         {\r
129                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
130                 centerprint(e.eater, "^3You have swallowed a team mate, use caution!");\r
131         }\r
132 \r
133         PlayerSound(e.eater, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
134         setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
135         e.eater.stomach_load += 1;\r
136         e.eater.regurgitate_prepare = 0;\r
137         Vore_Weight_apply(e.eater);\r
138 \r
139         // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
140         e.eater.weapon_delay = time + button_delay;\r
141         e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
142         e.system_delay = e.eater.system_delay = time + system_delay_time;\r
143 }\r
144 \r
145 void Vore_Regurgitate(entity e)\r
146 {\r
147         // this player is being released from their predator, apply the proper changes\r
148         e.movetype = e.vore_oldmovetype;\r
149         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
150                 e.solid = e.vore_oldsolid;\r
151         e.view_ofs_z = e.vore_oldview_ofs_z;\r
152         e.alpha = default_player_alpha; // best way of hiding / showing the eaten player\r
153 \r
154         // velocities\r
155         local vector oldforward, oldright, oldup;\r
156         oldforward = v_forward;\r
157         oldright = v_right;\r
158         oldup = v_up;\r
159         makevectors(e.eater.v_angle);\r
160         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
161         e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
162         v_forward = oldforward;\r
163         v_right = oldright;\r
164         v_up = oldup;\r
165 \r
166         e.pusher = e.eater; // so we can frag players by regurgitating them in deadly pits\r
167         e.pushltime = time + cvar("g_maxpushtime");\r
168 \r
169         PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
170         setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
171         pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
172         e.eater.stomach_load -= 1;\r
173         e.eater.regurgitate_prepare = 0;\r
174         e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
175         Vore_Weight_apply(e.eater);\r
176 \r
177         e.weapon_delay = time + button_delay;\r
178         e.system_delay = e.eater.system_delay = time + system_delay_time;\r
179         e.eater = world;\r
180 }\r
181 \r
182 void Vore_Gurglesound();\r
183 void Vore_Disconnect()\r
184 {\r
185         // frees prey from their predators when someone disconnects or goes spectating\r
186 \r
187         // prey disconnects or goes spectating while inside someone's belly:\r
188         if(self.eater.classname == "player")\r
189         {\r
190                 self.view_ofs_z = self.vore_oldview_ofs_z;\r
191                 self.eater.stomach_load -= 1;\r
192                 Vore_Weight_apply(self.eater);\r
193                 self.eater = world;\r
194         }\r
195 \r
196         // pred disconnects or goes spectating with players in their belly:\r
197         else if(self.stomach_load > 0)\r
198         {\r
199                 entity head;\r
200                 FOR_EACH_PLAYER(head)\r
201                 {\r
202                         if(head.eater == self)\r
203                                 Vore_Regurgitate(head);\r
204                 }\r
205                 Vore_Gurglesound(); // stop the gurgling sound\r
206         }\r
207 }\r
208 \r
209 .float digestion_step;\r
210 void Vore_Digest()\r
211 {\r
212         // apply digestion to prey\r
213         if(time > self.eater.digestion_step + steptime)\r
214         {\r
215                 Damage(self, self.eater, self.eater, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
216                 if(cvar("g_balance_vore_digestion_vampire") && self.eater.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
217                         self.eater.health += cvar("g_balance_vore_digestion_vampire");\r
218 \r
219                 if (self.eater.digestsound_finished < time)\r
220                 {\r
221                         self.eater.digestsound_finished = time + 0.5;\r
222                         PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
223                 }\r
224                 self.eater.digestion_step = time;\r
225         }\r
226 \r
227         if(self.health <= 0)\r
228         if(stov(cvar_string("g_vore_regurgitatecolor_digested")))\r
229                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digested"));\r
230 }\r
231 \r
232 .float teamheal_step;\r
233 void Vore_Teamheal()\r
234 {\r
235         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
236         if(time > self.teamheal_step + steptime)\r
237         {\r
238                 self.health += cvar("g_balance_vore_teamheal");\r
239                 self.teamheal_step = time;\r
240         }\r
241 }\r
242 \r
243 .float stomachkick_delay;\r
244 void Vore_StomachKick()\r
245 {\r
246         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
247         if(self.eater.classname != "player")\r
248                 return;\r
249 \r
250         if(time > self.stomachkick_delay)\r
251         {\r
252                 float damage;\r
253                 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
254                 Damage(self.eater, self, self, damage, DEATH_STOMACHKICK, self.eater.origin, '0 0 0');\r
255                 sound(self.eater, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
256 \r
257                 if(cvar("g_balance_vore_kick_escapeprobability") >= random())\r
258                         Vore_Regurgitate(self);\r
259 \r
260                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
261         }\r
262 }\r
263 \r
264 void Vore_StomachLeave()\r
265 {\r
266         // allows players to get out of their predator at will in some circumstances, such as team mates\r
267 \r
268         float canleave;\r
269         canleave = (teams_matter && self.team == self.eater.team); // currently, the only circumstance where you can use this if for team mates\r
270 \r
271         if(canleave)\r
272                 Vore_Regurgitate(self);\r
273         else if(time > self.complain_swallow)\r
274         {\r
275                 play2(self, "weapons/unavailable.wav");\r
276                 sprint(self, strcat("You can't willingly get out of ", self.eater.netname, "\n"));\r
277                 self.complain_swallow = time + complain_delay;\r
278         }\r
279 }\r
280 \r
281 .float gurglesound_finished, gurglesound_oldstomachload;\r
282 void Vore_Gurglesound()\r
283 {\r
284         if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)\r
285         {\r
286                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
287 \r
288                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
289                 self.gurglesound_oldstomachload = self.stomach_load;\r
290         }\r
291 }\r
292 \r
293 void Vore()\r
294 {\r
295         // if we are free, show our stomach load on the HUD. Otherwise, show the predator's\r
296         if(self.eater.classname == "player")\r
297         {\r
298                 self.stat_stomachload = self.eater.stomach_load;\r
299                 self.stat_digesting = self.eater.digesting;\r
300                 self.stat_eaten = num_for_edict(self.eater);\r
301         }\r
302         else\r
303         {\r
304                 self.stat_stomachload = self.stomach_load;\r
305                 self.stat_digesting = self.digesting;\r
306                 self.stat_eaten = 0;\r
307         }\r
308 \r
309         // skip the vore system under some circumstances\r
310         if(time < game_starttime)\r
311         {\r
312                 Vore_Disconnect();\r
313                 return;\r
314         }\r
315         if(self.spectatee_status)\r
316                 return;\r
317         if(time < self.system_delay)\r
318                 return;\r
319 \r
320 // --------------------------------\r
321 // Code that addresses predators:\r
322 // --------------------------------\r
323 \r
324         entity prey;\r
325         prey = Swallow_distance_check();\r
326 \r
327         // attempt to swallow our new prey if there's any in range\r
328         if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
329         if(Swallow_condition_check(prey))\r
330                 Vore_Swallow(prey);\r
331 \r
332         // start / stop digestion on command, if the player has someone in their stomach\r
333         if(self.BUTTON_DIGEST)\r
334         {\r
335                 if(self.stomach_load)\r
336                 {\r
337                         if(time > self.digest_button_delay)\r
338                         {\r
339                                 self.digesting = !self.digesting;\r
340                                 self.digest_button_delay = time + button_delay;\r
341                         }\r
342                 }\r
343                 else if(time > self.complain_swallow)\r
344                 {\r
345                         play2(self, "weapons/unavailable.wav");\r
346                         sprint(self, "There is nothing to digest\n");\r
347                         self.complain_swallow = time + complain_delay;\r
348                 }\r
349         }\r
350         if(!self.stomach_load)\r
351                 self.digesting = FALSE;\r
352 \r
353         // release players from this player's stomach on command\r
354         if(self.BUTTON_REGURGITATE)\r
355         {\r
356                 if(self.stomach_load)\r
357                 {\r
358                         if(time > self.regurgitate_button_delay)\r
359                         {\r
360                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
361                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
362                                 self.regurgitate_button_delay = time + button_delay;\r
363                         }\r
364                 }\r
365                 else if(time > self.complain_swallow)\r
366                 {\r
367                         play2(self, "weapons/unavailable.wav");\r
368                         sprint(self, "There is nothing to regurgitate\n");\r
369                         self.complain_swallow = time + complain_delay;\r
370                 }\r
371         }\r
372 \r
373         if(cvar("g_vore_gurglesound"))\r
374                 Vore_Gurglesound();\r
375 \r
376 // --------------------------------\r
377 // Code that addresses the prey:\r
378 // --------------------------------\r
379 \r
380         if(self.eater.classname != "player")\r
381                 return;\r
382 \r
383         if(self.eater.deadflag || self.deadflag)\r
384                 Vore_Regurgitate(self);\r
385         else if(self.eater.eater.classname == "player") // don't allow a player inside a player inside another player :)\r
386         {\r
387                 entity targeteater, oldself;\r
388                 targeteater = self.eater.eater;\r
389 \r
390                 Vore_Regurgitate(self);\r
391                 if(random() < cvar("g_vore_stealprey"))\r
392                 if(Swallow_condition_check(self))\r
393                 {\r
394                         oldself = self;\r
395                         self = targeteater;\r
396                         Vore_Swallow(oldself);\r
397                         self = oldself;\r
398                 }\r
399         }\r
400         else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
401                 Vore_Regurgitate(self);\r
402 \r
403         // apply delayed regurgitating\r
404         if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)\r
405         {\r
406                 self.eater.regurgitate_prepare = 0;\r
407                 self.eater.complain_swallow = time + complain_delay;\r
408                 Vore_Regurgitate(self);\r
409         }\r
410 \r
411         if(self.eater.digesting == TRUE)\r
412                 Vore_Digest();\r
413         if(teams_matter && self.team == self.eater.team)\r
414                 Vore_Teamheal();\r
415 \r
416         if(self.BUTTON_ATCK)\r
417                 Vore_StomachKick();\r
418         else if(self.BUTTON_ATCK2)\r
419                 Vore_StomachLeave();\r
420 \r
421         Vore_CameraEffect_Apply();\r
422 }