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Fix the swallow model not showing to spectators when spectating a player. Also do...
[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(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         makevectors(self.angles);\r
22         vore_w_shotorg = self.origin;\r
23         vore_w_shotdir = v_forward;\r
24 \r
25         if(self.antilag_debug)\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
27         else\r
28                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
29         if(trace_fraction < 1)\r
30         if(trace_ent.classname == "player")\r
31                 return trace_ent;\r
32         return world;\r
33 }\r
34 \r
35 float Swallow_condition_check(entity prey)\r
36 {\r
37         // checks the necessary conditions for swallowing a player\r
38 \r
39         if(prey != self)\r
40         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
41         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
42         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
43         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))\r
44         {\r
45                 string swallow_complain;\r
46                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
47                         swallow_complain = "You cannot swallow your team mates\n";\r
48                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
49                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
50                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
51                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
52                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
53                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
54                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
55                         swallow_complain = "You cannot swallow someone larger than you\n";\r
56 \r
57                 if(swallow_complain != "")\r
58                 {\r
59                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
60                         {\r
61                                 play2(self, "misc/forbidden.wav");\r
62                                 sprint(self, swallow_complain);\r
63                                 self.complain_vore = time + complain_delay_time;\r
64                         }\r
65                         return FALSE;\r
66                 }\r
67                 return TRUE;\r
68         }\r
69         return FALSE;\r
70 }\r
71 \r
72 float Stomach_TeamMates_check(entity pred)\r
73 {\r
74         // checks if a player's stomach contains any team mates\r
75 \r
76         entity head;\r
77         if(teams_matter)\r
78         {\r
79                 FOR_EACH_PLAYER(head)\r
80                 {\r
81                         if(head.predator == pred && head.team == pred.team)\r
82                                 return TRUE;\r
83                 }\r
84         }\r
85         return FALSE;\r
86 }\r
87 \r
88 float Vore_CanLeave()\r
89 {\r
90         if(self.stat_eaten)\r
91         {\r
92                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
93                         return TRUE;\r
94                 if(teams_matter && self.team == self.predator.team)\r
95                         return TRUE;\r
96                 if(g_rpg && cvar("g_rpg_canleave"))\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 // position the camera properly for prey\r
103 void Vore_SetPreyPositions()\r
104 {\r
105         // self is the predator and head is the prey\r
106 \r
107         local entity head;\r
108         local vector origin_apply;\r
109         local float position_counter;\r
110 \r
111         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
112         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
113         // For each player, the origin is updated, then a new origin is used for the next player.\r
114         // This requires that no more than 9 players may be in the stomach at a time!\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                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
123                                         break;\r
124                                 case 1:\r
125                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
126                                         break;\r
127                                 case 2:\r
128                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
129                                         break;\r
130                                 case 3:\r
131                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
132                                         break;\r
133                                 case 4:\r
134                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
135                                         break;\r
136                                 case 5:\r
137                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
138                                         break;\r
139                                 case 6:\r
140                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
141                                         break;\r
142                                 case 7:\r
143                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
144                                         break;\r
145                                 case 8:\r
146                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
147                                         break;\r
148                                 default:\r
149                                         break;\r
150                         }\r
151 \r
152                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
153                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
154                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
155 \r
156                         // change prey height based on scale\r
157                         float prey_height;\r
158                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
159                         head.view_ofs_z += prey_height;\r
160 \r
161                         position_counter += 1;\r
162                 }\r
163         }\r
164 }\r
165 \r
166 .float gurgle_oldstomachload;\r
167 void Vore_GurgleSound()\r
168 {\r
169         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
170         {\r
171                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
172 \r
173                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
174                 self.gurgle_oldstomachload = self.stomach_load;\r
175         }\r
176 }\r
177 \r
178 void Vore_WeightApply(entity e)\r
179 {\r
180         // apply stomach weight that makes you heavier the more you eat\r
181         // slowing the player is done in cl_physics.qc\r
182 \r
183         if(e.stomach_load != e.vore_oldstomachload)\r
184                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
185         if(e.gravity == 0)\r
186                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
187         e.vore_oldstomachload = e.stomach_load;\r
188 }\r
189 \r
190 void Vore_AutoDigest(entity e)\r
191 {\r
192         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
193 \r
194         if(!cvar("g_vore_digestion") || e.digesting)\r
195                 return;\r
196         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
197                 return; // this feature is only for players, not bots\r
198         if(e.stomach_load > 1)\r
199                 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
200         if(Stomach_TeamMates_check(e))\r
201                 return; // never begin automatic digestion if we've swallowed a team mate\r
202 \r
203         e.digesting = TRUE;\r
204 }\r
205 \r
206 .entity swallow_model;\r
207 float Vore_SwallowModel_CustomizeEntityForClient()\r
208 {\r
209         // use the same system as the weapon model\r
210         self.viewmodelforclient = self.owner;\r
211         if(other.classname == "spectator")\r
212                 if(other.enemy == self.owner)\r
213                         self.viewmodelforclient = other;\r
214         return TRUE;\r
215 }\r
216 \r
217 void Vore_SwallowModel_Think()\r
218 {\r
219         // update the position of the swallow model to match our swallow progress\r
220         float dist;\r
221         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
222         if(cvar("g_healthsize"))\r
223                 dist *= self.scale;\r
224         self.view_ofs = '1 0 0' * dist;\r
225 \r
226         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
227         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
228         {\r
229                 remove(self.owner.swallow_model);\r
230                 self.owner.swallow_model = world;\r
231                 return;\r
232         }\r
233 \r
234         // properties that should update whenever possible, but when the predator is not available\r
235         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
236         self.nextthink = time;\r
237 }\r
238 \r
239 void Vore_SwallowModel_Update(entity prey, entity pred)\r
240 {\r
241         // if we don't have a swallow model already, spawn one\r
242         if(!prey.swallow_model)\r
243         {\r
244                 prey.swallow_model = spawn();\r
245                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
246                 prey.swallow_model.solid = SOLID_NOT;\r
247                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
248                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
249                 prey.swallow_model.owner = prey;\r
250                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
251                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
252                 prey.swallow_model.nextthink = time;\r
253         }\r
254 \r
255         // properties that should update whenever possible, but when the predator is available\r
256         string player_swallowmodel;\r
257         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
258         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
259                 setmodel(prey.swallow_model, player_swallowmodel);\r
260         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
261                 prey.swallow_model.skin = pred.skin;\r
262         if(cvar("g_healthsize"))\r
263                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
264         if(prey.swallow_model.enemy != pred)\r
265                 prey.swallow_model.enemy = pred; // enemy is the predator\r
266         if(prey.swallow_model.colormap != pred.colormap)\r
267                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
268         if(prey.swallow_model.glowmod != pred.glowmod)\r
269                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
270 }\r
271 \r
272 .entity pusher;\r
273 .float pushltime;\r
274 void Vore_Swallow(entity e)\r
275 {\r
276         // this player is being swallowed by another player, apply the proper changes\r
277 \r
278         e.vore_oldmovetype = e.movetype;\r
279         e.vore_oldsolid = e.solid;\r
280 \r
281         e.predator = self;\r
282         setorigin(e, e.predator.origin);\r
283         e.velocity = '0 0 0';\r
284         e.movetype = MOVETYPE_FOLLOW;\r
285         e.solid = SOLID_NOT;\r
286         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
287 \r
288         // drop keys (KH) and flags (CTF) when we get swallowed\r
289         kh_Key_DropAll(e, FALSE);\r
290         if(e.flagcarried)\r
291                 DropFlag(e.flagcarried, world, e.predator);\r
292 \r
293         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
294                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
295 \r
296         if(teams_matter && e.team == e.predator.team)\r
297         {\r
298                 if(cvar("g_vore_kick"))\r
299                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
300                 if(cvar("g_vore_digestion"))\r
301                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
302         }\r
303 \r
304         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
305         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
306         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
307         e.predator.stomach_load += 1;\r
308         e.predator.regurgitate_prepare = 0;\r
309         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
310         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
311         Vore_WeightApply(e.predator);\r
312         Vore_AutoDigest(e.predator);\r
313 \r
314         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
315         e.predator.weapon_delay = time + button_delay_time;\r
316         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
317         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
318         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
319 }\r
320 \r
321 void Vore_SwallowStep(entity e)\r
322 {\r
323         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
324         {\r
325                 Vore_Swallow(e);\r
326                 return;\r
327         }\r
328 \r
329         Vore_SwallowModel_Update(e, self);\r
330 \r
331         // increase the progress value until it reaches 1, then swallow the player\r
332         if(e.swallow_progress_prey < 1)\r
333         {\r
334                 float fill;\r
335                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
336                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
337                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
338                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
339                         fill /= e.stomach_load;\r
340 \r
341                 e.swallow_progress_prey += fill;\r
342         }\r
343         else\r
344         {\r
345                 Vore_Swallow(e);\r
346                 e.swallow_progress_prey = 0;\r
347         }\r
348 \r
349         // the predator's progress is how much the prey got swallowed\r
350         self.swallow_progress_pred = e.swallow_progress_prey;\r
351 }\r
352 \r
353 void Vore_Regurgitate(entity e)\r
354 {\r
355         // this player is being regurgitated by their predator, apply the proper changes\r
356 \r
357         e.movetype = e.vore_oldmovetype;\r
358         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
359                 e.solid = e.vore_oldsolid;\r
360         e.view_ofs_z = PL_VIEW_OFS_z;\r
361 \r
362         // apply velocities\r
363         local vector oldforward, oldright, oldup;\r
364         oldforward = v_forward;\r
365         oldright = v_right;\r
366         oldup = v_up;\r
367         makevectors(e.predator.v_angle);\r
368         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
369         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
370         v_forward = oldforward;\r
371         v_right = oldright;\r
372         v_up = oldup;\r
373 \r
374         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
375         e.pushltime = time + cvar("g_maxpushtime");\r
376 \r
377         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
378         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
379         {\r
380                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
381                 Vore_SwallowModel_Update(e, e.predator);\r
382         }\r
383 \r
384         // apply regurgitation damage to the predator\r
385         if(cvar("g_balance_vore_regurgitate_damage"))\r
386         {\r
387                 float regurgitate_dmg;\r
388                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
389                 if(cvar("g_healthsize"))\r
390                         regurgitate_dmg *= e.scale / e.predator.scale;\r
391                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
392         }\r
393 \r
394         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
395         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
396         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
397         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
398         e.predator.stomach_load -= 1;\r
399         e.predator.regurgitate_prepare = 0;\r
400         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
401         Vore_WeightApply(e.predator);\r
402 \r
403         // block firing for a small amount of time, or we'll be firing the next frame\r
404         e.weapon_delay = time + button_delay_time;\r
405         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
406         e.predator = world;\r
407 }\r
408 \r
409 void Vore_DeadPrey_Configure(entity e)\r
410 {\r
411         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
412 \r
413         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
414                 return;\r
415 \r
416         // this entity is like e.predator but for dead prey, to avoid conflicts\r
417         e.fakepredator = e.predator;\r
418         e.fakeprey = TRUE;\r
419 \r
420         // first release the prey from the predator, as dead prey needs to be attached differently\r
421         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
422         e.predator.stomach_load -= 1;\r
423         Vore_WeightApply(e.predator);\r
424         e.predator = world;\r
425 \r
426         // now put our dead prey inside the predator's stomach, but only as an effect\r
427         e.movetype = MOVETYPE_FOLLOW;\r
428         e.takedamage = DAMAGE_NO;\r
429         e.solid = SOLID_NOT;\r
430         e.aiment = e.fakepredator;\r
431 }\r
432 \r
433 void Vore_DeadPrey_Detach(entity e)\r
434 {\r
435         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
436         // should only execute after Vore_DeadPrey_Configure has ran first\r
437 \r
438         if not(cvar("g_vore_keepdeadprey"))\r
439                 return;\r
440 \r
441         e.fakepredator = world;\r
442         e.fakeprey = TRUE; // keep fakeprey status\r
443         e.stat_eaten = 0;\r
444         e.aiment = world;\r
445         e.movetype = MOVETYPE_TOSS;\r
446 }\r
447 \r
448 void Vore_PreyRelease(entity e, float pred_disconnect)\r
449 {\r
450         if(pred_disconnect)\r
451         {\r
452                 if(e.fakeprey)\r
453                         Vore_DeadPrey_Detach(e);\r
454                 else\r
455                         Vore_Regurgitate(e);\r
456         }\r
457         else if(self.stat_eaten && !self.fakeprey)\r
458         {\r
459                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
460                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
461                         Vore_DeadPrey_Configure(e);\r
462                 else\r
463                         Vore_Regurgitate(e);\r
464         }\r
465 }\r
466 \r
467 void Vore_Disconnect()\r
468 {\r
469         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
470 \r
471         // prey disconnects or goes spectating while inside someone's belly\r
472         if(self.stat_eaten)\r
473                 Vore_PreyRelease(self, TRUE);\r
474 \r
475         // pred disconnects or goes spectating with players in their belly\r
476         entity head;\r
477         FOR_EACH_PLAYER(head)\r
478         {\r
479                 if(head.predator == self || head.fakepredator == self)\r
480                         Vore_PreyRelease(head, TRUE);\r
481         }\r
482         Vore_GurgleSound(); // stop the gurgling sound\r
483 \r
484         self.stomach_load = self.gravity = 0; // prevents a bug\r
485 }\r
486 \r
487 .float digestion_step;\r
488 void Vore_Digest()\r
489 {\r
490         // apply digestion to prey\r
491 \r
492         if(time > self.digestion_step)\r
493         {\r
494                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
495                 float reduce;\r
496                 if(cvar("g_balance_vore_digestion_distribute"))\r
497                         reduce = self.predator.stomach_load;\r
498                 else\r
499                         reduce = 1;\r
500 \r
501                 float damage;\r
502                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
503 \r
504                 // apply player scale to digestion damage\r
505                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
506                         damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
507 \r
508                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
509                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
510                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
511 \r
512                 if (self.predator.digestsound_finished < time)\r
513                 {\r
514                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
515                         self.predator.digestsound_finished = time + 0.5;\r
516                 }\r
517                 self.digestion_step = time + steptime;\r
518         }\r
519 \r
520         if(self.deadflag != DEAD_NO)\r
521         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
522                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
523 }\r
524 \r
525 .float teamheal_step;\r
526 void Vore_Teamheal()\r
527 {\r
528         // apply teamheal\r
529 \r
530         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
531         if(time > self.teamheal_step)\r
532         {\r
533                 self.health += cvar("g_balance_vore_teamheal");\r
534                 self.teamheal_step = time + steptime;\r
535 \r
536                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
537                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
538                 {\r
539                         play2(self, "misc/beep.wav");\r
540                         play2(self.predator, "misc/beep.wav");\r
541                 }\r
542         }\r
543 }\r
544 \r
545 .float kick_pressed;\r
546 void Vore_StomachKick()\r
547 {\r
548         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
549 \r
550         if(time > self.stomachkick_delay && !self.kick_pressed)\r
551         {\r
552                 float damage, vol;\r
553                 vector force;\r
554                 damage = cvar("g_balance_vore_kick_damage");\r
555                 force = v_forward * cvar("g_balance_vore_kick_force");\r
556                 vol = VOL_BASE;\r
557 \r
558                 // apply player scale to the damage / force of the kick\r
559                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
560                 {\r
561                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
562                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
563                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
564                 }\r
565                 vol = bound(0, vol, 1);\r
566 \r
567                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
568                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
569                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
570                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
571 \r
572                 // abort the predator's scheduled regurgitation\r
573                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
574                         self.predator.regurgitate_prepare = 0;\r
575 \r
576                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
577                 if(cvar("g_balance_vore_kick_repress"))\r
578                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
579                         self.kick_pressed = TRUE;\r
580         }\r
581 }\r
582 \r
583 void Vore_StomachLeave()\r
584 {\r
585         // allows players to get out of their predator at will in some circumstances, such as team mates\r
586 \r
587         if(Vore_CanLeave())\r
588                 Vore_Regurgitate(self);\r
589         else if(time > self.complain_vore)\r
590         {\r
591                 play2(self, "misc/forbidden.wav");\r
592                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
593                 self.complain_vore = time + complain_delay_time;\r
594         }\r
595 }\r
596 \r
597 void Vore_AutoTaunt()\r
598 {\r
599         // triggers ambient vore taunts, for both pred and prey\r
600 \r
601         float taunt_time;\r
602 \r
603         // predator taunts\r
604         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
605         {\r
606                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
607                 {\r
608                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
609                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
610                 }\r
611         }\r
612         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
613         {\r
614                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
615                 SetAutoTaunt(self, 0, 0);\r
616         }\r
617 \r
618         // prey taunts\r
619         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
620         {\r
621                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
622                 {\r
623                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
624                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
625                 }\r
626         }\r
627         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
628         {\r
629                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
630                 SetAutoTaunt(self, 0, 0);\r
631         }\r
632 }\r
633 \r
634 void Vore_SetSbarRings()\r
635 {\r
636         // first clear the ring stats, then configure them if needed\r
637         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
638         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
639 \r
640         if(self.stat_eaten)\r
641         {\r
642                 if(time <= self.stomachkick_delay)\r
643                 {\r
644                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
645                         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
646                 }\r
647         }\r
648         else\r
649         {\r
650                 if(self.swallow_progress_pred)\r
651                 {\r
652                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
653                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
654                 }\r
655                 else if(time <= self.action_delay)\r
656                 {\r
657                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
658                         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
659                 }\r
660 \r
661                 if(self.swallow_progress_prey)\r
662                 {\r
663                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
664                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
665                 }\r
666                 else if(time <= self.regurgitate_prepare)\r
667                 {\r
668                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
669                         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
670                 }\r
671         }\r
672 }\r
673 \r
674 void Vore()\r
675 {\r
676         // main vore code, this is where it all happens\r
677 \r
678         Vore_AutoTaunt();\r
679 \r
680         // wash the goo away from players once they leave the stomach\r
681         if(!self.stat_eaten)\r
682         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
683         if(self.colormod)\r
684         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
685         {\r
686                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
687                 if(self.colormod_x > 1)\r
688                         self.colormod_x = 1;\r
689                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
690                 if(self.colormod_y > 1)\r
691                         self.colormod_y = 1;\r
692                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
693                 if(self.colormod_z > 1)\r
694                         self.colormod_z = 1;\r
695         }\r
696 \r
697         // set all vore stats\r
698         Vore_SetSbarRings();\r
699         if(self.fakepredator.classname == "player")\r
700                 self.stat_eaten = num_for_edict(self.fakepredator);\r
701         else if(self.predator.classname == "player")\r
702         {\r
703                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
704                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
705                 self.stat_eaten = num_for_edict(self.predator);\r
706         }\r
707         else\r
708         {\r
709                 self.stat_stomachload = self.stomach_load;\r
710                 self.stat_digesting = self.digesting;\r
711                 self.stat_eaten = 0;\r
712         }\r
713         self.stat_canleave = Vore_CanLeave();\r
714 \r
715         // don't allow a player inside a player inside another player :)\r
716         // prevent this by checking if such has happened, and taking the proper measures\r
717         // this code has a high priority and must not be stopped by any delay, so run it here\r
718         if(self.predator.stat_eaten)\r
719         {\r
720                 entity target_predator, target_predator_predator, oldself;\r
721                 target_predator = self.predator;\r
722                 target_predator_predator = self.predator.predator;\r
723 \r
724                 Vore_Regurgitate(self);\r
725 \r
726                 // now steal our prey's prey if this probability applies\r
727                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
728                 {\r
729                         oldself = self;\r
730                         self = target_predator_predator;\r
731                         if(Swallow_condition_check(oldself))\r
732                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
733                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
734                                 Vore_Swallow(oldself);\r
735                         self = oldself;\r
736                 }\r
737         }\r
738 \r
739         // the swallow progress of prey and preds idly decrease by this amount\r
740         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
741         {\r
742                 if(self.swallow_progress_pred)\r
743                 {\r
744                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
745                         if(self.swallow_progress_pred < 0)\r
746                                 self.swallow_progress_pred = 0;\r
747                 }\r
748                 if(self.swallow_progress_prey)\r
749                 {\r
750                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
751                         if(self.swallow_progress_prey < 0)\r
752                                 self.swallow_progress_prey = 0;\r
753                 }\r
754         }\r
755 \r
756         // apply delays and skip the vore system under some circumstances\r
757         if(!cvar("g_vore")) // the vore system is disabled\r
758         {\r
759                 Vore_Disconnect();\r
760                 return;\r
761         }\r
762         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
763         {\r
764                 Vore_Disconnect();\r
765                 return;\r
766         }\r
767         if(self.spectatee_status)\r
768                 return;\r
769         if(time < self.system_delay)\r
770                 return;\r
771 \r
772 // --------------------------------\r
773 // Code that addresses predators:\r
774 // --------------------------------\r
775 \r
776         entity prey;\r
777         prey = Swallow_player_check();\r
778 \r
779         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
780         self.stat_canswallow = 0;\r
781         if(Swallow_condition_check(prey))\r
782         {\r
783                 // canswallow stat, used by the HUD\r
784                 if(teams_matter && prey.team == self.team)\r
785                         self.stat_canswallow = 2;\r
786                 else\r
787                         self.stat_canswallow = 1;\r
788 \r
789                 if(self.BUTTON_ATCK)\r
790                         Vore_SwallowStep(prey);\r
791         }\r
792         else if(prey != world)\r
793                 self.stat_canswallow = -1;\r
794 \r
795         // toggle digestion, if the player has someone in their stomach\r
796         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
797         {\r
798                 if(self.stomach_load)\r
799                 {\r
800                         if(time > self.digest_button_delay_time)\r
801                         {\r
802                                 self.digesting = !self.digesting;\r
803                                 self.digest_button_delay_time = time + button_delay_time;\r
804                         }\r
805                 }\r
806                 else if(time > self.complain_vore)\r
807                 {\r
808                         play2(self, "misc/forbidden.wav");\r
809                         sprint(self, "There is nothing to digest\n");\r
810                         self.complain_vore = time + complain_delay_time;\r
811                 }\r
812         }\r
813         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
814                 self.digesting = FALSE;\r
815 \r
816         // predator wishes to regurgitate his prey\r
817         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
818         {\r
819                 if(self.stomach_load)\r
820                 {\r
821                         if(time > self.regurgitate_button_delay_time)\r
822                         {\r
823                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
824                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
825                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
826                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
827                         }\r
828                 }\r
829                 else if(time > self.complain_vore)\r
830                 {\r
831                         play2(self, "misc/forbidden.wav");\r
832                         sprint(self, "There is nothing to regurgitate\n");\r
833                         self.complain_vore = time + complain_delay_time;\r
834                 }\r
835         }\r
836 \r
837         if(cvar("g_vore_gurglesound"))\r
838                 Vore_GurgleSound();\r
839 \r
840 // --------------------------------\r
841 // Code that addresses the prey:\r
842 // --------------------------------\r
843 \r
844         Vore_SetPreyPositions();\r
845 \r
846         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
847         if(self.fakeprey)\r
848         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
849                 Vore_DeadPrey_Detach(self);\r
850 \r
851         if(!self.stat_eaten)\r
852                 return;\r
853 \r
854         if(self.deadflag != DEAD_NO)\r
855         {\r
856                 Vore_PreyRelease(self, FALSE);\r
857                 return;\r
858         }\r
859 \r
860         if(self.predator.deadflag != DEAD_NO)\r
861                 Vore_Regurgitate(self);\r
862         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
863                 Vore_Regurgitate(self);\r
864 \r
865         // apply delayed regurgitating if it was scheduled\r
866         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
867         {\r
868                 self.predator.regurgitate_prepare = 0;\r
869                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
870                 Vore_Regurgitate(self);\r
871         }\r
872 \r
873         // execute digesting and team healing\r
874         if(self.predator.digesting == TRUE)\r
875                 Vore_Digest();\r
876         if(teams_matter && self.team == self.predator.team)\r
877         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
878                 Vore_Teamheal();\r
879 \r
880         // execute prey commands\r
881         if(self.BUTTON_ATCK)\r
882         {\r
883                 if(cvar("g_vore_kick"))\r
884                         Vore_StomachKick();\r
885         }\r
886         else\r
887                 self.kick_pressed = FALSE;\r
888         if(self.BUTTON_JUMP)\r
889                 Vore_StomachLeave();\r
890 \r
891         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
892         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
893         kh_Key_DropAll(self, FALSE);\r
894 }