]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
First system for positioning prey differently in the stomach. Each frame, a loop...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_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.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetCamera()\r
100 {\r
101         /*if not(self.stat_eaten)\r
102                 return;*/\r
103 \r
104         local entity head;\r
105         local vector oldforward, oldright, oldup;\r
106         local float position_counter;\r
107         local vector origin_apply;\r
108         oldforward = v_forward;\r
109         oldright = v_right;\r
110         oldup = v_up;\r
111 \r
112         makevectors(self.v_angle);\r
113         v_forward_z = 0;\r
114 \r
115         FOR_EACH_PLAYER(head)\r
116         {\r
117                 if(head.predator == self)\r
118                 {\r
119                         switch(position_counter)\r
120                         {\r
121                                 case 0:\r
122                                         break;\r
123                                 case 1:\r
124                                         origin_apply = '1 0 0';\r
125                                         break;\r
126                                 default:\r
127                                         break;\r
128                         }\r
129                         head.view_ofs = PL_PREY_VIEW_OFS + (v_forward + origin_apply * 16);\r
130                         position_counter += 1;\r
131                 }\r
132         }\r
133 \r
134         v_forward = oldforward;\r
135         v_right = oldright;\r
136         v_up = oldup;\r
137 \r
138         /*float prey_height;\r
139         if(self.fakeprey)\r
140                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
141         else\r
142                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
143         self.view_ofs_z += prey_height;*/\r
144 }\r
145 \r
146 .float gurgle_oldstomachload;\r
147 void Vore_GurgleSound()\r
148 {\r
149         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
150         {\r
151                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
152 \r
153                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
154                 self.gurgle_oldstomachload = self.stomach_load;\r
155         }\r
156 }\r
157 \r
158 void Vore_WeightApply(entity e)\r
159 {\r
160         // apply stomach weight that makes you heavier the more you eat\r
161         // slowing the player is done in cl_physics.qc\r
162 \r
163         if(e.stomach_load != e.vore_oldstomachload)\r
164                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
165         if(e.gravity == 0)\r
166                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
167         e.vore_oldstomachload = e.stomach_load;\r
168 }\r
169 \r
170 void Vore_AutoDigest(entity e)\r
171 {\r
172         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
173 \r
174         if(!cvar("g_vore_digestion") || e.digesting)\r
175                 return;\r
176         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
177                 return; // this feature is only for players, not bots\r
178         if(e.stomach_load > 1)\r
179                 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
180         if(Stomach_TeamMates_check(e))\r
181                 return; // never begin automatic digestion if we've swallowed a team mate\r
182 \r
183         e.digesting = TRUE;\r
184 }\r
185 \r
186 .entity pusher;\r
187 .float pushltime;\r
188 void Vore_Swallow(entity e)\r
189 {\r
190         // this player is being swallowed by another player, apply the proper changes\r
191 \r
192         e.vore_oldmovetype = e.movetype;\r
193         e.vore_oldsolid = e.solid;\r
194 \r
195         e.predator = self;\r
196         setorigin(e, e.predator.origin);\r
197         e.velocity = '0 0 0';\r
198         e.movetype = MOVETYPE_FOLLOW;\r
199         e.solid = SOLID_NOT;\r
200         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
201 \r
202         // drop keys (KH) and flags (CTF) when we get swallowed\r
203         kh_Key_DropAll(e, FALSE);\r
204         if(e.flagcarried)\r
205                 DropFlag(e.flagcarried, world, e.predator);\r
206 \r
207         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
208                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
209 \r
210         if(teams_matter && e.team == e.predator.team)\r
211         {\r
212                 if(cvar("g_vore_kick"))\r
213                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
214                 if(cvar("g_vore_digestion"))\r
215                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
216         }\r
217 \r
218         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
219         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
220         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
221         e.predator.stomach_load += 1;\r
222         e.predator.regurgitate_prepare = 0;\r
223         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
224         Vore_WeightApply(e.predator);\r
225         Vore_AutoDigest(e.predator);\r
226 \r
227         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
228         e.predator.weapon_delay = time + button_delay_time;\r
229         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
230         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
231         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
232 }\r
233 \r
234 void Vore_Regurgitate(entity e)\r
235 {\r
236         // this player is being regurgitated by their predator, apply the proper changes\r
237 \r
238         e.movetype = e.vore_oldmovetype;\r
239         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
240                 e.solid = e.vore_oldsolid;\r
241         e.view_ofs_z = PL_VIEW_OFS_z;\r
242 \r
243         // apply velocities\r
244         local vector oldforward, oldright, oldup;\r
245         oldforward = v_forward;\r
246         oldright = v_right;\r
247         oldup = v_up;\r
248         makevectors(e.predator.v_angle);\r
249         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
250         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
251         v_forward = oldforward;\r
252         v_right = oldright;\r
253         v_up = oldup;\r
254 \r
255         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
256         e.pushltime = time + cvar("g_maxpushtime");\r
257 \r
258         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
259         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
260         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
261         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
262         e.predator.stomach_load -= 1;\r
263         e.predator.regurgitate_prepare = 0;\r
264         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
265         Vore_WeightApply(e.predator);\r
266 \r
267         // block firing for a small amount of time, or we'll be firing the next frame\r
268         e.weapon_delay = time + button_delay_time;\r
269         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
270         e.predator = world;\r
271 }\r
272 \r
273 void Vore_DeadPrey_Configure(entity e)\r
274 {\r
275         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
276 \r
277         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
278                 return;\r
279 \r
280         // this entity is like e.predator but for dead prey, to avoid conflicts\r
281         e.fakepredator = e.predator;\r
282         e.fakeprey = TRUE;\r
283 \r
284         // first release the prey from the predator, as dead prey needs to be attached differently\r
285         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
286         e.predator.stomach_load -= 1;\r
287         Vore_WeightApply(e.predator);\r
288         e.predator = world;\r
289 \r
290         // now put our dead prey inside the predator's stomach, but only as an effect\r
291         e.movetype = MOVETYPE_FOLLOW;\r
292         e.takedamage = DAMAGE_NO;\r
293         e.solid = SOLID_NOT;\r
294         e.aiment = e.fakepredator;\r
295 }\r
296 \r
297 void Vore_DeadPrey_Detach(entity e)\r
298 {\r
299         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
300         // should only execute after Vore_DeadPrey_Configure has ran first\r
301 \r
302         if not(cvar("g_vore_keepdeadprey"))\r
303                 return;\r
304 \r
305         e.fakepredator = world;\r
306         e.fakeprey = TRUE; // keep fakeprey status\r
307         e.stat_eaten = 0;\r
308         e.aiment = world;\r
309         e.movetype = MOVETYPE_TOSS;\r
310 }\r
311 \r
312 void Vore_PreyRelease(entity e, float pred_disconnect)\r
313 {\r
314         if(pred_disconnect)\r
315         {\r
316                 if(e.fakeprey)\r
317                         Vore_DeadPrey_Detach(e);\r
318                 else\r
319                         Vore_Regurgitate(e);\r
320         }\r
321         else if(self.stat_eaten && !self.fakeprey)\r
322         {\r
323                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
324                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
325                         Vore_DeadPrey_Configure(e);\r
326                 else\r
327                         Vore_Regurgitate(e);\r
328         }\r
329 }\r
330 \r
331 void Vore_Disconnect()\r
332 {\r
333         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
334 \r
335         // prey disconnects or goes spectating while inside someone's belly\r
336         if(self.stat_eaten)\r
337                 Vore_PreyRelease(self, TRUE);\r
338 \r
339         // pred disconnects or goes spectating with players in their belly\r
340         entity head;\r
341         FOR_EACH_PLAYER(head)\r
342         {\r
343                 if(head.predator == self || head.fakepredator == self)\r
344                         Vore_PreyRelease(head, TRUE);\r
345         }\r
346         Vore_GurgleSound(); // stop the gurgling sound\r
347 \r
348         self.stomach_load = self.gravity = 0; // prevents a bug\r
349 }\r
350 \r
351 .float digestion_step;\r
352 void Vore_Digest()\r
353 {\r
354         // apply digestion to prey\r
355 \r
356         if(time > self.predator.digestion_step)\r
357         {\r
358                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
359                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
360                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
361 \r
362                 if (self.predator.digestsound_finished < time)\r
363                 {\r
364                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
365                         self.predator.digestsound_finished = time + 0.5;\r
366                 }\r
367                 self.predator.digestion_step = time + steptime;\r
368         }\r
369 \r
370         if(self.deadflag != DEAD_NO)\r
371         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
372                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
373 }\r
374 \r
375 .float teamheal_step;\r
376 void Vore_Teamheal()\r
377 {\r
378         // apply teamheal\r
379 \r
380         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
381         if(time > self.teamheal_step)\r
382         {\r
383                 self.health += cvar("g_balance_vore_teamheal");\r
384                 self.teamheal_step = time + steptime;\r
385 \r
386                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
387                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
388                 {\r
389                         play2(self, "misc/beep.wav");\r
390                         play2(self.predator, "misc/beep.wav");\r
391                 }\r
392         }\r
393 }\r
394 \r
395 void Vore_StomachKick()\r
396 {\r
397         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
398 \r
399         if(time > self.stomachkick_delay)\r
400         {\r
401                 float damage;\r
402                 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
403 \r
404                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
405                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
406                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
407                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
408 \r
409                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
410                         Vore_Regurgitate(self);\r
411 \r
412                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
413         }\r
414 }\r
415 \r
416 void Vore_StomachLeave()\r
417 {\r
418         // allows players to get out of their predator at will in some circumstances, such as team mates\r
419 \r
420         if(Vore_CanLeave())\r
421                 Vore_Regurgitate(self);\r
422         else if(time > self.complain_vore)\r
423         {\r
424                 play2(self, "misc/forbidden.wav");\r
425                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
426                 self.complain_vore = time + complain_delay_time;\r
427         }\r
428 }\r
429 \r
430 void Vore_AutoTaunt()\r
431 {\r
432         // triggers ambient vore taunts, for both pred and prey\r
433 \r
434         float taunt_time;\r
435 \r
436         // predator taunts\r
437         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
438         {\r
439                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
440                 {\r
441                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
442                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
443                 }\r
444         }\r
445         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
446         {\r
447                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
448                 SetAutoTaunt(self, 0, 0);\r
449         }\r
450 \r
451         // prey taunts\r
452         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
453         {\r
454                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
455                 {\r
456                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
457                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
458                 }\r
459         }\r
460         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
461         {\r
462                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
463                 SetAutoTaunt(self, 0, 0);\r
464         }\r
465 }\r
466 \r
467 void Vore_SetSbarRings()\r
468 {\r
469         // first clear the ring stats, then configure them if needed\r
470         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
471         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
472 \r
473         if(self.stat_eaten)\r
474         {\r
475                 if(time <= self.stomachkick_delay)\r
476                 {\r
477                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
478                         self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);\r
479                 }\r
480         }\r
481         else\r
482         {\r
483                 if(time <= self.action_delay)\r
484                 {\r
485                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
486                         self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);\r
487                 }\r
488                 if(time <= self.regurgitate_prepare)\r
489                 {\r
490                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
491                         self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);\r
492                 }\r
493         }\r
494 }\r
495 \r
496 void Vore()\r
497 {\r
498         // main vore code, this is where it all happens\r
499 \r
500         if(!cvar("g_vore")) // the vore system is disabled\r
501         {\r
502                 Vore_Disconnect();\r
503                 return;\r
504         }\r
505 \r
506         Vore_AutoTaunt();\r
507 \r
508         // wash the goo away from players once they leave the stomach\r
509         if(!self.stat_eaten)\r
510         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
511         if(self.colormod)\r
512         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
513         {\r
514                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
515                 if(self.colormod_x > 1)\r
516                         self.colormod_x = 1;\r
517                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
518                 if(self.colormod_y > 1)\r
519                         self.colormod_y = 1;\r
520                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
521                 if(self.colormod_z > 1)\r
522                         self.colormod_z = 1;\r
523         }\r
524 \r
525         // set all vore stats\r
526         Vore_SetSbarRings();\r
527         if(self.fakepredator.classname == "player")\r
528                 self.stat_eaten = num_for_edict(self.fakepredator);\r
529         else if(self.predator.classname == "player")\r
530         {\r
531                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
532                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
533                 self.stat_eaten = num_for_edict(self.predator);\r
534         }\r
535         else\r
536         {\r
537                 self.stat_stomachload = self.stomach_load;\r
538                 self.stat_digesting = self.digesting;\r
539                 self.stat_eaten = 0;\r
540         }\r
541         self.stat_canleave = Vore_CanLeave();\r
542 \r
543         // don't allow a player inside a player inside another player :)\r
544         // prevent this by checking if such has happened, and taking the proper measures\r
545         // this code has a high priority and must not be stopped by any delay, so run it here\r
546         if(self.predator.stat_eaten)\r
547         {\r
548                 entity target_predator, target_predator_predator, oldself;\r
549                 target_predator = self.predator;\r
550                 target_predator_predator = self.predator.predator;\r
551 \r
552                 Vore_Regurgitate(self);\r
553 \r
554                 // now steal our prey's prey if this probability applies\r
555                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
556                 {\r
557                         oldself = self;\r
558                         self = target_predator_predator;\r
559                         if(Swallow_condition_check(oldself))\r
560                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
561                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
562                                 Vore_Swallow(oldself);\r
563                         self = oldself;\r
564                 }\r
565         }\r
566 \r
567         // apply delays and skip the vore system under some circumstances\r
568         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
569         {\r
570                 Vore_Disconnect();\r
571                 return;\r
572         }\r
573         if(self.spectatee_status)\r
574                 return;\r
575         if(time < self.system_delay)\r
576                 return;\r
577 \r
578 // --------------------------------\r
579 // Code that addresses predators:\r
580 // --------------------------------\r
581 \r
582         entity prey;\r
583         prey = Swallow_player_check();\r
584 \r
585         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
586         self.stat_canswallow = 0;\r
587         if(Swallow_condition_check(prey))\r
588         {\r
589                 // canswallow stat, used by the HUD\r
590                 if(teams_matter && prey.team == self.team)\r
591                         self.stat_canswallow = 2;\r
592                 else\r
593                         self.stat_canswallow = 1;\r
594 \r
595                 if(self.BUTTON_ATCK)\r
596                         Vore_Swallow(prey);\r
597         }\r
598         else if(prey != world)\r
599                 self.stat_canswallow = -1;\r
600 \r
601         // toggle digestion, if the player has someone in their stomach\r
602         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
603         {\r
604                 if(self.stomach_load)\r
605                 {\r
606                         if(time > self.digest_button_delay_time)\r
607                         {\r
608                                 self.digesting = !self.digesting;\r
609                                 self.digest_button_delay_time = time + button_delay_time;\r
610                         }\r
611                 }\r
612                 else if(time > self.complain_vore)\r
613                 {\r
614                         play2(self, "misc/forbidden.wav");\r
615                         sprint(self, "There is nothing to digest\n");\r
616                         self.complain_vore = time + complain_delay_time;\r
617                 }\r
618         }\r
619         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
620                 self.digesting = FALSE;\r
621 \r
622         // predator wishes to regurgitate his prey\r
623         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
624         {\r
625                 if(self.stomach_load)\r
626                 {\r
627                         if(time > self.regurgitate_button_delay_time)\r
628                         {\r
629                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
630                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
631                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
632                         }\r
633                 }\r
634                 else if(time > self.complain_vore)\r
635                 {\r
636                         play2(self, "misc/forbidden.wav");\r
637                         sprint(self, "There is nothing to regurgitate\n");\r
638                         self.complain_vore = time + complain_delay_time;\r
639                 }\r
640         }\r
641 \r
642         if(cvar("g_vore_gurglesound"))\r
643                 Vore_GurgleSound();\r
644 \r
645 // --------------------------------\r
646 // Code that addresses the prey:\r
647 // --------------------------------\r
648 \r
649         Vore_SetCamera();\r
650 \r
651         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
652         if(self.fakeprey)\r
653         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
654                 Vore_DeadPrey_Detach(self);\r
655 \r
656         if(!self.stat_eaten)\r
657                 return;\r
658 \r
659         if(self.deadflag != DEAD_NO)\r
660         {\r
661                 Vore_PreyRelease(self, FALSE);\r
662                 return;\r
663         }\r
664 \r
665         if(self.predator.deadflag != DEAD_NO)\r
666                 Vore_Regurgitate(self);\r
667         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
668                 Vore_Regurgitate(self);\r
669 \r
670         // apply delayed regurgitating if it was scheduled\r
671         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
672         {\r
673                 self.predator.regurgitate_prepare = 0;\r
674                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
675                 Vore_Regurgitate(self);\r
676         }\r
677 \r
678         // execute digesting and team healing\r
679         if(self.predator.digesting == TRUE)\r
680                 Vore_Digest();\r
681         if(teams_matter && self.team == self.predator.team)\r
682         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
683                 Vore_Teamheal();\r
684 \r
685         // execute prey commands\r
686         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
687                 Vore_StomachKick();\r
688         if(self.BUTTON_JUMP)\r
689                 Vore_StomachLeave();\r
690 \r
691         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
692         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
693         kh_Key_DropAll(self, FALSE);\r
694 }