1 .float vore_frametime;
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2 .float regurgitate_prepare;
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3 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
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4 .float complain_vore;
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5 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
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7 const float system_delay_time = 0.1;
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8 const float complain_delay_time = 1;
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9 const float button_delay_time = 0.5;
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10 const float steptime = 0.1;
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12 entity Swallow_player_check()
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14 // check if we can swallow a player instead of firing our weapon
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16 float swallow_range;
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17 vector vore_w_shotorg, vore_w_shotdir;
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19 swallow_range = cvar("g_balance_vore_swallow_range");
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20 if(cvar("g_healthsize")) // we can swallow from further or closer based on our size
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21 swallow_range *= self.scale;
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22 vore_w_shotorg = self.origin;
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23 vore_w_shotdir = v_forward;
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25 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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26 if(trace_fraction < 1)
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27 if(trace_ent.classname == "player")
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32 float Swallow_condition_check(entity prey)
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34 // checks the necessary conditions for swallowing a player
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37 if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach
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38 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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39 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
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40 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))
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42 string swallow_complain;
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43 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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44 swallow_complain = "You cannot swallow your team mates\n";
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45 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
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46 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
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47 else if(self.stomach_load >= g_balance_vore_swallow_limit)
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48 swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");
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49 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
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50 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
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51 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
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52 swallow_complain = "You cannot swallow someone larger than you\n";
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54 if(swallow_complain != "")
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56 if(time > self.complain_vore && self.BUTTON_ATCK)
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58 play2(self, "misc/forbidden.wav");
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59 sprint(self, swallow_complain);
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60 self.complain_vore = time + complain_delay_time;
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69 float Stomach_TeamMates_check(entity pred)
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71 // checks if a player's stomach contains any team mates
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76 FOR_EACH_PLAYER(head)
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78 if(head.predator == pred && head.team == pred.team)
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85 float Vore_CanLeave()
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89 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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91 if(teams_matter && self.team == self.predator.team)
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93 if(g_rpg && cvar("g_rpg_canleave"))
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99 // position the camera properly for prey
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100 void Vore_SetPreyPositions()
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102 // self is the predator and head is the prey
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105 local vector origin_apply;
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106 local float position_counter;
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108 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
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109 // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.
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110 // For each player, the origin is updated, then a new origin is used for the next player.
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111 // This requires that no more than 9 players may be in the stomach at a time!
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112 FOR_EACH_PLAYER(head)
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114 if(head.predator == self)
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116 switch(position_counter)
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119 origin_apply = '0 0 0'; // first occupant sits in the middle
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122 origin_apply = '1 0 0'; // second occupant sits in the front
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125 origin_apply = '-1 0 0'; // third occupant sits in the back
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128 origin_apply = '0 1 0'; // fourth occupant sits in the right
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131 origin_apply = '0 -1 0'; // fifth occupant sits in the left
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134 origin_apply = '1 1 0'; // sixth occupant sits in the front-right
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137 origin_apply = '-1 1 0'; // seventh occupant sits in the back-right
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140 origin_apply = '1 -1 0'; // eigth occupant sits in the front-left
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143 origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left
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149 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
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150 head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");
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151 head.view_ofs_z *= self.scale; // stomach center depends on predator scale
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153 // change prey height based on scale
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155 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");
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156 head.view_ofs_z += prey_height;
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158 position_counter += 1;
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163 .float gurgle_oldstomachload;
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164 void Vore_GurgleSound()
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166 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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168 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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170 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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171 self.gurgle_oldstomachload = self.stomach_load;
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175 void Vore_WeightApply(entity e)
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177 // apply stomach weight that makes you heavier the more you eat
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178 // slowing the player is done in cl_physics.qc
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180 if(e.stomach_load != e.vore_oldstomachload)
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181 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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183 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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184 e.vore_oldstomachload = e.stomach_load;
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187 void Vore_AutoDigest(entity e)
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189 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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191 if(!cvar("g_vore_digestion") || e.digesting)
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193 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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194 return; // this feature is only for players, not bots
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195 if(e.stomach_load > 1)
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196 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
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197 if(Stomach_TeamMates_check(e))
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198 return; // never begin automatic digestion if we've swallowed a team mate
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200 e.digesting = TRUE;
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203 .entity swallow_model;
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204 void Vore_SwallowModel_Think()
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206 //update the position of the swallow model to match our swallow progress
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208 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
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209 if(cvar("g_healthsize"))
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210 dist *= self.scale;
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211 self.view_ofs = '1 0 0' * dist;
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213 // if our swallow progress is gone or we are dead, the swallow model also goes away
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214 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
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216 remove(self.owner.swallow_model);
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217 self.owner.swallow_model = world;
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221 // properties that should update whenever possible, but when the predator is not available
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222 self.alpha = self.owner.cvar_cl_vore_swallowmodel;
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223 self.nextthink = time;
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226 void Vore_SwallowModel_Update(entity prey, entity pred)
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228 // if we don't have a swallow model already, spawn one
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229 if(!prey.swallow_model)
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231 prey.swallow_model = spawn();
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233 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
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234 prey.swallow_model.solid = SOLID_NOT;
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236 // apply the properties of the prey
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237 prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model
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238 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
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239 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
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240 prey.swallow_model.colormap = prey.colormap; // pants and shirt color
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241 prey.swallow_model.glowmod = prey.glowmod; // glow color
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243 prey.swallow_model.owner = prey; // owned by the prey
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244 prey.swallow_model.think = Vore_SwallowModel_Think;
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245 prey.swallow_model.nextthink = time;
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248 // properties that should update whenever possible, but when the predator is available
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249 string player_swallowmodel;
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250 player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
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251 if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active
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252 setmodel(prey.swallow_model, player_swallowmodel);
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253 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
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254 prey.swallow_model.skin = pred.skin;
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255 if(cvar("g_healthsize"))
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256 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
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257 if(prey.swallow_model.enemy != pred)
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258 prey.swallow_model.enemy = pred; // enemy is the predator
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263 void Vore_Swallow(entity e)
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265 // this player is being swallowed by another player, apply the proper changes
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267 e.vore_oldmovetype = e.movetype;
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268 e.vore_oldsolid = e.solid;
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271 setorigin(e, e.predator.origin);
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272 e.velocity = '0 0 0';
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273 e.movetype = MOVETYPE_FOLLOW;
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274 e.solid = SOLID_NOT;
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275 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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277 // drop keys (KH) and flags (CTF) when we get swallowed
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278 kh_Key_DropAll(e, FALSE);
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280 DropFlag(e.flagcarried, world, e.predator);
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282 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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283 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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285 if(teams_matter && e.team == e.predator.team)
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287 if(cvar("g_vore_kick"))
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288 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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289 if(cvar("g_vore_digestion"))
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290 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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293 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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294 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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295 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
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296 e.predator.stomach_load += 1;
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297 e.predator.regurgitate_prepare = 0;
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298 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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299 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
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300 Vore_WeightApply(e.predator);
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301 Vore_AutoDigest(e.predator);
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303 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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304 e.predator.weapon_delay = time + button_delay_time;
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305 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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306 e.system_delay = e.predator.system_delay = time + system_delay_time;
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307 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
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310 void Vore_SwallowStep(entity e)
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312 if(!cvar("g_balance_vore_swallow_speed_fill"))
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318 Vore_SwallowModel_Update(e, self);
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320 // increase the progress value until it reaches 1, then swallow the player
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321 if(e.swallow_progress_prey < 1)
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324 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
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325 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
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326 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));
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327 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
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328 fill /= e.stomach_load;
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330 e.swallow_progress_prey += fill;
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335 e.swallow_progress_prey = 0;
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338 // the predator's progress is how much the prey got swallowed
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339 self.swallow_progress_pred = e.swallow_progress_prey;
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342 void Vore_Regurgitate(entity e)
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344 // this player is being regurgitated by their predator, apply the proper changes
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346 e.movetype = e.vore_oldmovetype;
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347 if(e.health > 0) // leave SOLID_NOT for dead bodies
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348 e.solid = e.vore_oldsolid;
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349 e.view_ofs_z = PL_VIEW_OFS_z;
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351 // apply velocities
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352 local vector oldforward, oldright, oldup;
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353 oldforward = v_forward;
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354 oldright = v_right;
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356 makevectors(e.predator.v_angle);
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357 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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358 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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359 v_forward = oldforward;
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360 v_right = oldright;
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363 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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364 e.pushltime = time + cvar("g_maxpushtime");
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366 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
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367 if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))
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369 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
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370 Vore_SwallowModel_Update(e, e.predator);
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373 // apply regurgitation damage to the predator
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374 if(cvar("g_balance_vore_regurgitate_damage"))
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376 float regurgitate_dmg;
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377 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
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378 if(cvar("g_healthsize"))
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379 regurgitate_dmg *= e.scale / e.predator.scale;
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380 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
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383 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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384 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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385 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
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386 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
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387 e.predator.stomach_load -= 1;
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388 e.predator.regurgitate_prepare = 0;
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389 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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390 Vore_WeightApply(e.predator);
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392 // block firing for a small amount of time, or we'll be firing the next frame
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393 e.weapon_delay = time + button_delay_time;
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394 e.system_delay = e.predator.system_delay = time + system_delay_time;
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395 e.predator = world;
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398 void Vore_DeadPrey_Configure(entity e)
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400 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
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402 if(e.fakeprey || !e.stat_eaten) // we already configured everything
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405 // this entity is like e.predator but for dead prey, to avoid conflicts
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406 e.fakepredator = e.predator;
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409 // first release the prey from the predator, as dead prey needs to be attached differently
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410 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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411 e.predator.stomach_load -= 1;
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412 Vore_WeightApply(e.predator);
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413 e.predator = world;
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415 // now put our dead prey inside the predator's stomach, but only as an effect
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416 e.movetype = MOVETYPE_FOLLOW;
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417 e.takedamage = DAMAGE_NO;
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418 e.solid = SOLID_NOT;
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419 e.aiment = e.fakepredator;
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422 void Vore_DeadPrey_Detach(entity e)
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424 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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425 // should only execute after Vore_DeadPrey_Configure has ran first
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427 if not(cvar("g_vore_keepdeadprey"))
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430 e.fakepredator = world;
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431 e.fakeprey = TRUE; // keep fakeprey status
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434 e.movetype = MOVETYPE_TOSS;
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437 void Vore_PreyRelease(entity e, float pred_disconnect)
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439 if(pred_disconnect)
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442 Vore_DeadPrey_Detach(e);
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444 Vore_Regurgitate(e);
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446 else if(self.stat_eaten && !self.fakeprey)
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448 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
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449 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
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450 Vore_DeadPrey_Configure(e);
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452 Vore_Regurgitate(e);
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456 void Vore_Disconnect()
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458 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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460 // prey disconnects or goes spectating while inside someone's belly
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461 if(self.stat_eaten)
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462 Vore_PreyRelease(self, TRUE);
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464 // pred disconnects or goes spectating with players in their belly
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466 FOR_EACH_PLAYER(head)
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468 if(head.predator == self || head.fakepredator == self)
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469 Vore_PreyRelease(head, TRUE);
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471 Vore_GurgleSound(); // stop the gurgling sound
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473 self.stomach_load = self.gravity = 0; // prevents a bug
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476 .float digestion_step;
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479 // apply digestion to prey
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481 if(time > self.digestion_step)
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483 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach
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485 if(cvar("g_balance_vore_digestion_distribute"))
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486 reduce = self.predator.stomach_load;
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491 damage = cvar("g_balance_vore_digestion_damage") / reduce;
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493 // apply player scale to digestion damage
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494 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))
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495 damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));
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497 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
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498 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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499 self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;
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501 if (self.predator.digestsound_finished < time)
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503 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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504 self.predator.digestsound_finished = time + 0.5;
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506 self.digestion_step = time + steptime;
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509 if(self.deadflag != DEAD_NO)
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510 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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511 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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514 .float teamheal_step;
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515 void Vore_Teamheal()
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519 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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520 if(time > self.teamheal_step)
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522 self.health += cvar("g_balance_vore_teamheal");
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523 self.teamheal_step = time + steptime;
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525 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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526 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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528 play2(self, "misc/beep.wav");
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529 play2(self.predator, "misc/beep.wav");
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534 .float kick_pressed;
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535 void Vore_StomachKick()
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537 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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539 if(time > self.stomachkick_delay && !self.kick_pressed)
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543 damage = cvar("g_balance_vore_kick_damage");
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544 force = v_forward * cvar("g_balance_vore_kick_force");
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547 // apply player scale to the damage / force of the kick
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548 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
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550 damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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551 force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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552 vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale
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554 vol = bound(0, vol, 1);
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556 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
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557 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);
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558 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
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559 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
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561 // abort the predator's scheduled regurgitation
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562 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
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563 self.predator.regurgitate_prepare = 0;
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565 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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566 if(cvar("g_balance_vore_kick_repress"))
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567 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
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568 self.kick_pressed = TRUE;
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572 void Vore_StomachLeave()
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574 // allows players to get out of their predator at will in some circumstances, such as team mates
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576 if(Vore_CanLeave())
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577 Vore_Regurgitate(self);
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578 else if(time > self.complain_vore)
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580 play2(self, "misc/forbidden.wav");
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581 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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582 self.complain_vore = time + complain_delay_time;
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586 void Vore_AutoTaunt()
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588 // triggers ambient vore taunts, for both pred and prey
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593 if(self.stomach_load && !Stomach_TeamMates_check(self))
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595 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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597 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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598 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
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601 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
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603 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
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604 SetAutoTaunt(self, 0, 0);
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608 if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))
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610 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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612 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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613 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
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616 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
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618 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
619 SetAutoTaunt(self, 0, 0);
\r
623 void Vore_SetSbarRings()
\r
625 // first clear the ring stats, then configure them if needed
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626 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
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627 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
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629 if(self.stat_eaten)
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631 if(time <= self.stomachkick_delay)
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633 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
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634 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);
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639 if(self.swallow_progress_pred)
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641 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
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642 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
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644 else if(time <= self.action_delay)
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646 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
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647 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);
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650 if(self.swallow_progress_prey)
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652 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
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653 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
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655 else if(time <= self.regurgitate_prepare)
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657 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
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658 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
666 // main vore code, this is where it all happens
\r
670 // wash the goo away from players once they leave the stomach
\r
671 if(!self.stat_eaten)
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672 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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674 if(cvar("g_vore_regurgitatecolor_release_fade"))
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676 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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677 if(self.colormod_x > 1)
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678 self.colormod_x = 1;
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679 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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680 if(self.colormod_y > 1)
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681 self.colormod_y = 1;
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682 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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683 if(self.colormod_z > 1)
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684 self.colormod_z = 1;
\r
687 // set all vore stats
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688 Vore_SetSbarRings();
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689 if(self.fakepredator.classname == "player")
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690 self.stat_eaten = num_for_edict(self.fakepredator);
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691 else if(self.predator.classname == "player")
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693 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
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694 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
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695 self.stat_eaten = num_for_edict(self.predator);
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699 self.stat_stomachload = self.stomach_load;
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700 self.stat_digesting = self.digesting;
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701 self.stat_eaten = 0;
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703 self.stat_canleave = Vore_CanLeave();
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705 // don't allow a player inside a player inside another player :)
\r
706 // prevent this by checking if such has happened, and taking the proper measures
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707 // this code has a high priority and must not be stopped by any delay, so run it here
\r
708 if(self.predator.stat_eaten)
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710 entity target_predator, target_predator_predator, oldself;
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711 target_predator = self.predator;
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712 target_predator_predator = self.predator.predator;
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714 Vore_Regurgitate(self);
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716 // now steal our prey's prey if this probability applies
\r
717 if(random() < cvar("g_balance_vore_swallow_stealprey"))
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720 self = target_predator_predator;
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721 if(Swallow_condition_check(oldself))
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722 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
723 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
724 Vore_Swallow(oldself);
\r
729 // the swallow progress of prey and preds idly decrease by this amount
\r
730 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
732 if(self.swallow_progress_pred)
\r
734 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
735 if(self.swallow_progress_pred < 0)
\r
736 self.swallow_progress_pred = 0;
\r
738 if(self.swallow_progress_prey)
\r
740 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
741 if(self.swallow_progress_prey < 0)
\r
742 self.swallow_progress_prey = 0;
\r
746 // apply delays and skip the vore system under some circumstances
\r
747 if(!cvar("g_vore")) // the vore system is disabled
\r
752 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
757 if(self.spectatee_status)
\r
759 if(time < self.system_delay)
\r
762 // --------------------------------
\r
763 // Code that addresses predators:
\r
764 // --------------------------------
\r
766 // only scan prey each server frame, else we get major breakage in multiplayer
\r
767 if(self.vore_frametime <= time)
\r
769 self.prey = Swallow_player_check();
\r
770 self.vore_frametime = time + sys_frametime;
\r
773 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
774 self.stat_canswallow = 0;
\r
775 if(Swallow_condition_check(self.prey))
\r
777 // canswallow stat, used by the HUD
\r
778 if(teams_matter && self.prey.team == self.team)
\r
779 self.stat_canswallow = 2;
\r
781 self.stat_canswallow = 1;
\r
783 if(self.BUTTON_ATCK)
\r
784 Vore_SwallowStep(self.prey);
\r
786 else if(self.prey != world)
\r
787 self.stat_canswallow = -1;
\r
789 // toggle digestion, if the player has someone in their stomach
\r
790 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
792 if(self.stomach_load)
\r
794 if(time > self.digest_button_delay_time)
\r
796 self.digesting = !self.digesting;
\r
797 self.digest_button_delay_time = time + button_delay_time;
\r
800 else if(time > self.complain_vore)
\r
802 play2(self, "misc/forbidden.wav");
\r
803 sprint(self, "There is nothing to digest\n");
\r
804 self.complain_vore = time + complain_delay_time;
\r
807 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
808 self.digesting = FALSE;
\r
810 // predator wishes to regurgitate his prey
\r
811 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
813 if(self.stomach_load)
\r
815 if(time > self.regurgitate_button_delay_time)
\r
817 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
818 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
819 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
820 self.regurgitate_button_delay_time = time + button_delay_time;
\r
823 else if(time > self.complain_vore)
\r
825 play2(self, "misc/forbidden.wav");
\r
826 sprint(self, "There is nothing to regurgitate\n");
\r
827 self.complain_vore = time + complain_delay_time;
\r
831 if(cvar("g_vore_gurglesound"))
\r
832 Vore_GurgleSound();
\r
834 // --------------------------------
\r
835 // Code that addresses the prey:
\r
836 // --------------------------------
\r
838 Vore_SetPreyPositions();
\r
840 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
842 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)
\r
843 Vore_DeadPrey_Detach(self);
\r
845 if(!self.stat_eaten)
\r
848 if(self.deadflag != DEAD_NO)
\r
850 Vore_PreyRelease(self, FALSE);
\r
854 if(self.predator.deadflag != DEAD_NO)
\r
855 Vore_Regurgitate(self);
\r
856 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))
\r
857 Vore_Regurgitate(self);
\r
859 // apply delayed regurgitating if it was scheduled
\r
860 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
862 self.predator.regurgitate_prepare = 0;
\r
863 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
864 Vore_Regurgitate(self);
\r
867 // execute digesting and team healing
\r
868 if(self.predator.digesting == TRUE)
\r
870 if(teams_matter && self.team == self.predator.team)
\r
871 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
874 // execute prey commands
\r
875 if(self.BUTTON_ATCK)
\r
877 if(cvar("g_vore_kick"))
\r
878 Vore_StomachKick();
\r
881 self.kick_pressed = FALSE;
\r
882 if(self.BUTTON_JUMP)
\r
883 Vore_StomachLeave();
\r
885 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
886 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
887 kh_Key_DropAll(self, FALSE);
\r