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
9 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;
\r
11 entity Swallow_distance_check()
\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
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
25 float Swallow_condition_check(entity prey)
\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
32 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))
\r
34 if(time > self.complain_swallow)
\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
43 if(cvar("g_vore_biggergut"))
\r
44 if(prey.stomach_load > self.stomach_load)
\r
46 if(time > self.complain_swallow)
\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
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
64 e.cameraeffect_current = 1;
\r
65 e.cameraeffect_target = 2;
\r
67 void Vore_CameraEffect_Apply()
\r
69 if(self.eater.classname != "player")
\r
72 if(self.cvar_cl_vore_cameraspeed)
\r
75 step = self.cvar_cl_vore_cameraspeed * frametime;
\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
84 self.cameraeffect_current = self.cameraeffect_target;
\r
86 self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;
\r
89 void Vore_Weight_apply(entity e)
\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
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
102 void Vore_Swallow(entity e)
\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
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
117 // drop keys (KH) and flags (CTF) when we get swallowed
\r
118 kh_Key_DropAll(e, FALSE);
\r
120 DropFlag(e.flagcarried, world, e.eater);
\r
122 Vore_CameraEffect_Set(e);
\r
124 if(stov(cvar_string("g_vore_regurgitatecolor_released")))
\r
125 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));
\r
127 if(e.team == e.eater.team && teamplay)
\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
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
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
145 void Vore_Regurgitate(entity e)
\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
155 local vector oldforward, oldright, oldup;
\r
156 oldforward = v_forward;
\r
157 oldright = v_right;
\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
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
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
177 e.weapon_delay = time + button_delay;
\r
178 e.system_delay = e.eater.system_delay = time + system_delay_time;
\r
182 void Vore_Gurglesound();
\r
183 void Vore_Disconnect()
\r
185 // frees prey from their predators when someone disconnects or goes spectating
\r
187 // prey disconnects or goes spectating while inside someone's belly:
\r
188 if(self.eater.classname == "player")
\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
196 // pred disconnects or goes spectating with players in their belly:
\r
197 else if(self.stomach_load > 0)
\r
200 FOR_EACH_PLAYER(head)
\r
202 if(head.eater == self)
\r
203 Vore_Regurgitate(head);
\r
205 Vore_Gurglesound(); // stop the gurgling sound
\r
209 .float digestion_step;
\r
212 // apply digestion to prey
\r
213 if(time > self.eater.digestion_step + steptime)
\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
219 if (self.eater.digestsound_finished < time)
\r
221 self.eater.digestsound_finished = time + 0.5;
\r
222 PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
224 self.eater.digestion_step = time;
\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
232 .float teamheal_step;
\r
233 void Vore_Teamheal()
\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
238 self.health += cvar("g_balance_vore_teamheal");
\r
239 self.teamheal_step = time;
\r
243 .float stomachkick_delay;
\r
244 void Vore_StomachKick()
\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
250 if(time > self.stomachkick_delay)
\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
257 if(cvar("g_balance_vore_kick_escapeprobability") >= random())
\r
258 Vore_Regurgitate(self);
\r
260 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
\r
264 void Vore_StomachLeave()
\r
266 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
269 canleave = (teams_matter && self.team == self.eater.team); // currently, the only circumstance where you can use this if for team mates
\r
272 Vore_Regurgitate(self);
\r
273 else if(time > self.complain_swallow)
\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
281 .float gurglesound_finished, gurglesound_oldstomachload;
\r
282 void Vore_Gurglesound()
\r
284 if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)
\r
286 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
\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
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
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
304 self.stat_stomachload = self.stomach_load;
\r
305 self.stat_digesting = self.digesting;
\r
306 self.stat_eaten = 0;
\r
309 // skip the vore system under some circumstances
\r
310 if(time < game_starttime)
\r
315 if(self.spectatee_status)
\r
317 if(time < self.system_delay)
\r
320 // --------------------------------
\r
321 // Code that addresses predators:
\r
322 // --------------------------------
\r
325 prey = Swallow_distance_check();
\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
332 // start / stop digestion on command, if the player has someone in their stomach
\r
333 if(self.BUTTON_DIGEST)
\r
335 if(self.stomach_load)
\r
337 if(time > self.digest_button_delay)
\r
339 self.digesting = !self.digesting;
\r
340 self.digest_button_delay = time + button_delay;
\r
343 else if(time > self.complain_swallow)
\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
350 if(!self.stomach_load)
\r
351 self.digesting = FALSE;
\r
353 // release players from this player's stomach on command
\r
354 if(self.BUTTON_REGURGITATE)
\r
356 if(self.stomach_load)
\r
358 if(time > self.regurgitate_button_delay)
\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
365 else if(time > self.complain_swallow)
\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
373 if(cvar("g_vore_gurglesound"))
\r
374 Vore_Gurglesound();
\r
376 // --------------------------------
\r
377 // Code that addresses the prey:
\r
378 // --------------------------------
\r
380 if(self.eater.classname != "player")
\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
387 entity targeteater, oldself;
\r
388 targeteater = self.eater.eater;
\r
390 Vore_Regurgitate(self);
\r
391 if(random() < cvar("g_vore_stealprey"))
\r
392 if(Swallow_condition_check(self))
\r
395 self = targeteater;
\r
396 Vore_Swallow(oldself);
\r
400 else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))
\r
401 Vore_Regurgitate(self);
\r
403 // apply delayed regurgitating
\r
404 if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)
\r
406 self.eater.regurgitate_prepare = 0;
\r
407 self.eater.complain_swallow = time + complain_delay;
\r
408 Vore_Regurgitate(self);
\r
411 if(self.eater.digesting == TRUE)
\r
413 if(teams_matter && self.team == self.eater.team)
\r
416 if(self.BUTTON_ATCK)
\r
417 Vore_StomachKick();
\r
418 else if(self.BUTTON_ATCK2)
\r
419 Vore_StomachLeave();
\r
421 Vore_CameraEffect_Apply();
\r