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
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
11 entity Swallow_player_check()
\r
13 // check if we can swallow a player instead of firing our weapon
\r
15 float swallow_range;
\r
16 vector vore_w_shotorg, vore_w_shotdir;
\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 vore_w_shotorg = self.origin;
\r
22 vore_w_shotdir = v_forward;
\r
24 if(self.antilag_debug)
\r
25 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);
\r
27 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
\r
28 if(trace_fraction < 1)
\r
29 if(trace_ent.classname == "player")
\r
34 float Swallow_condition_check(entity prey)
\r
36 // checks the necessary conditions for swallowing a player
\r
39 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
40 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
\r
41 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
\r
42 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))
\r
44 string swallow_complain;
\r
45 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
\r
46 swallow_complain = "You cannot swallow your team mates\n";
\r
47 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
\r
48 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
\r
49 else if(self.stomach_load >= g_balance_vore_swallow_limit)
\r
50 swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");
\r
51 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
\r
52 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
\r
53 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
\r
54 swallow_complain = "You cannot swallow someone larger than you\n";
\r
56 if(swallow_complain != "")
\r
58 if(time > self.complain_vore && self.BUTTON_ATCK)
\r
60 play2(self, "misc/forbidden.wav");
\r
61 sprint(self, swallow_complain);
\r
62 self.complain_vore = time + complain_delay_time;
\r
71 float Stomach_TeamMates_check(entity pred)
\r
73 // checks if a player's stomach contains any team mates
\r
78 FOR_EACH_PLAYER(head)
\r
80 if(head.predator == pred && head.team == pred.team)
\r
87 float Vore_CanLeave()
\r
91 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
\r
93 if(teams_matter && self.team == self.predator.team)
\r
95 if(g_rpg && cvar("g_rpg_canleave"))
\r
101 // position the camera properly for prey
\r
102 void Vore_SetPreyPositions()
\r
104 // self is the predator and head is the prey
\r
107 local vector origin_apply;
\r
108 local float position_counter;
\r
110 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
\r
111 // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.
\r
112 // For each player, the origin is updated, then a new origin is used for the next player.
\r
113 // This requires that no more than 9 players may be in the stomach at a time!
\r
114 FOR_EACH_PLAYER(head)
\r
116 if(head.predator == self)
\r
118 switch(position_counter)
\r
121 origin_apply = '0 0 0'; // first occupant sits in the middle
\r
124 origin_apply = '1 0 0'; // second occupant sits in the front
\r
127 origin_apply = '-1 0 0'; // third occupant sits in the back
\r
130 origin_apply = '0 1 0'; // fourth occupant sits in the right
\r
133 origin_apply = '0 -1 0'; // fifth occupant sits in the left
\r
136 origin_apply = '1 1 0'; // sixth occupant sits in the front-right
\r
139 origin_apply = '-1 1 0'; // seventh occupant sits in the back-right
\r
142 origin_apply = '1 -1 0'; // eigth occupant sits in the front-left
\r
145 origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left
\r
151 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
\r
152 head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");
\r
153 head.view_ofs_z *= self.scale; // stomach center depends on predator scale
\r
155 // change prey height based on scale
\r
157 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");
\r
158 head.view_ofs_z += prey_height;
\r
160 position_counter += 1;
\r
165 .float gurgle_oldstomachload;
\r
166 void Vore_GurgleSound()
\r
168 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
\r
170 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
\r
172 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
\r
173 self.gurgle_oldstomachload = self.stomach_load;
\r
177 void Vore_WeightApply(entity e)
\r
179 // apply stomach weight that makes you heavier the more you eat
\r
180 // slowing the player is done in cl_physics.qc
\r
182 if(e.stomach_load != e.vore_oldstomachload)
\r
183 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
\r
185 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
\r
186 e.vore_oldstomachload = e.stomach_load;
\r
189 void Vore_AutoDigest(entity e)
\r
191 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
\r
193 if(!cvar("g_vore_digestion") || e.digesting)
\r
195 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
\r
196 return; // this feature is only for players, not bots
\r
197 if(e.stomach_load > 1)
\r
198 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
199 if(Stomach_TeamMates_check(e))
\r
200 return; // never begin automatic digestion if we've swallowed a team mate
\r
202 e.digesting = TRUE;
\r
205 .entity swallow_model;
\r
206 void Vore_SwallowModel_Think()
\r
208 //update the position of the swallow model to match our swallow progress
\r
210 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
\r
211 if(cvar("g_healthsize"))
\r
212 dist *= self.scale;
\r
213 self.view_ofs = '1 0 0' * dist;
\r
215 // if our swallow progress is gone or we are dead, the swallow model also goes away
\r
216 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
\r
218 remove(self.owner.swallow_model);
\r
219 self.owner.swallow_model = world;
\r
223 // properties that should update whenever possible, but when the predator is not available
\r
224 self.alpha = self.owner.cvar_cl_vore_swallowmodel;
\r
225 self.nextthink = time;
\r
228 void Vore_SwallowModel_Update(entity prey, entity pred)
\r
230 // if we don't have a swallow model already, spawn one
\r
231 if(!prey.swallow_model)
\r
233 prey.swallow_model = spawn();
\r
235 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
\r
236 prey.swallow_model.solid = SOLID_NOT;
\r
238 // apply the properties of the prey
\r
239 prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model
\r
240 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
\r
241 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
\r
242 prey.swallow_model.colormap = prey.colormap; // pants and shirt color
\r
243 prey.swallow_model.glowmod = prey.glowmod; // glow color
\r
245 prey.swallow_model.owner = prey; // owned by the prey
\r
246 prey.swallow_model.think = Vore_SwallowModel_Think;
\r
247 prey.swallow_model.nextthink = time;
\r
250 // properties that should update whenever possible, but when the predator is available
\r
251 string player_swallowmodel;
\r
252 player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
\r
253 if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active
\r
254 setmodel(prey.swallow_model, player_swallowmodel);
\r
255 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
\r
256 prey.swallow_model.skin = pred.skin;
\r
257 if(cvar("g_healthsize"))
\r
258 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
\r
259 if(prey.swallow_model.enemy != pred)
\r
260 prey.swallow_model.enemy = pred; // enemy is the predator
\r
265 void Vore_Swallow(entity e)
\r
267 // this player is being swallowed by another player, apply the proper changes
\r
269 e.vore_oldmovetype = e.movetype;
\r
270 e.vore_oldsolid = e.solid;
\r
273 setorigin(e, e.predator.origin);
\r
274 e.velocity = '0 0 0';
\r
275 e.movetype = MOVETYPE_FOLLOW;
\r
276 e.solid = SOLID_NOT;
\r
277 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
\r
279 // drop keys (KH) and flags (CTF) when we get swallowed
\r
280 kh_Key_DropAll(e, FALSE);
\r
282 DropFlag(e.flagcarried, world, e.predator);
\r
284 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
285 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
\r
287 if(teams_matter && e.team == e.predator.team)
\r
289 if(cvar("g_vore_kick"))
\r
290 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
\r
291 if(cvar("g_vore_digestion"))
\r
292 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
\r
295 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
296 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
297 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
\r
298 e.predator.stomach_load += 1;
\r
299 e.predator.regurgitate_prepare = 0;
\r
300 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
\r
301 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
\r
302 Vore_WeightApply(e.predator);
\r
303 Vore_AutoDigest(e.predator);
\r
305 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
\r
306 e.predator.weapon_delay = time + button_delay_time;
\r
307 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
\r
308 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
309 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
\r
312 void Vore_SwallowStep(entity e)
\r
314 if(!cvar("g_balance_vore_swallow_speed_fill"))
\r
320 Vore_SwallowModel_Update(e, self);
\r
322 // increase the progress value until it reaches 1, then swallow the player
\r
323 if(e.swallow_progress_prey < 1)
\r
326 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
\r
327 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
\r
328 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));
\r
329 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
\r
330 fill /= e.stomach_load;
\r
332 e.swallow_progress_prey += fill;
\r
337 e.swallow_progress_prey = 0;
\r
340 // the predator's progress is how much the prey got swallowed
\r
341 self.swallow_progress_pred = e.swallow_progress_prey;
\r
344 void Vore_Regurgitate(entity e)
\r
346 // this player is being regurgitated by their predator, apply the proper changes
\r
348 e.movetype = e.vore_oldmovetype;
\r
349 if(e.health > 0) // leave SOLID_NOT for dead bodies
\r
350 e.solid = e.vore_oldsolid;
\r
351 e.view_ofs_z = PL_VIEW_OFS_z;
\r
353 // apply velocities
\r
354 local vector oldforward, oldright, oldup;
\r
355 oldforward = v_forward;
\r
356 oldright = v_right;
\r
358 makevectors(e.predator.v_angle);
\r
359 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
\r
360 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
\r
361 v_forward = oldforward;
\r
362 v_right = oldright;
\r
365 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
\r
366 e.pushltime = time + cvar("g_maxpushtime");
\r
368 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
\r
369 if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))
\r
371 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
\r
372 Vore_SwallowModel_Update(e, e.predator);
\r
375 // apply regurgitation damage to the predator
\r
376 if(cvar("g_balance_vore_regurgitate_damage"))
\r
378 float regurgitate_dmg;
\r
379 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
\r
380 if(cvar("g_healthsize"))
\r
381 regurgitate_dmg *= e.scale / e.predator.scale;
\r
382 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
\r
385 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
386 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
387 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
\r
388 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
\r
389 e.predator.stomach_load -= 1;
\r
390 e.predator.regurgitate_prepare = 0;
\r
391 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
\r
392 Vore_WeightApply(e.predator);
\r
394 // block firing for a small amount of time, or we'll be firing the next frame
\r
395 e.weapon_delay = time + button_delay_time;
\r
396 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
397 e.predator = world;
\r
400 void Vore_DeadPrey_Configure(entity e)
\r
402 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
\r
404 if(e.fakeprey || !e.stat_eaten) // we already configured everything
\r
407 // this entity is like e.predator but for dead prey, to avoid conflicts
\r
408 e.fakepredator = e.predator;
\r
411 // first release the prey from the predator, as dead prey needs to be attached differently
\r
412 // the predator's stomach load is also decreased, as dead prey doesn't count any more
\r
413 e.predator.stomach_load -= 1;
\r
414 Vore_WeightApply(e.predator);
\r
415 e.predator = world;
\r
417 // now put our dead prey inside the predator's stomach, but only as an effect
\r
418 e.movetype = MOVETYPE_FOLLOW;
\r
419 e.takedamage = DAMAGE_NO;
\r
420 e.solid = SOLID_NOT;
\r
421 e.aiment = e.fakepredator;
\r
424 void Vore_DeadPrey_Detach(entity e)
\r
426 // ran when dead prey must be detached from the stomach (eg: they are respawning)
\r
427 // should only execute after Vore_DeadPrey_Configure has ran first
\r
429 if not(cvar("g_vore_keepdeadprey"))
\r
432 e.fakepredator = world;
\r
433 e.fakeprey = TRUE; // keep fakeprey status
\r
436 e.movetype = MOVETYPE_TOSS;
\r
439 void Vore_PreyRelease(entity e, float pred_disconnect)
\r
441 if(pred_disconnect)
\r
444 Vore_DeadPrey_Detach(e);
\r
446 Vore_Regurgitate(e);
\r
448 else if(self.stat_eaten && !self.fakeprey)
\r
450 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
\r
451 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
\r
452 Vore_DeadPrey_Configure(e);
\r
454 Vore_Regurgitate(e);
\r
458 void Vore_Disconnect()
\r
460 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
\r
462 // prey disconnects or goes spectating while inside someone's belly
\r
463 if(self.stat_eaten)
\r
464 Vore_PreyRelease(self, TRUE);
\r
466 // pred disconnects or goes spectating with players in their belly
\r
468 FOR_EACH_PLAYER(head)
\r
470 if(head.predator == self || head.fakepredator == self)
\r
471 Vore_PreyRelease(head, TRUE);
\r
473 Vore_GurgleSound(); // stop the gurgling sound
\r
475 self.stomach_load = self.gravity = 0; // prevents a bug
\r
478 .float digestion_step;
\r
481 // apply digestion to prey
\r
483 if(time > self.digestion_step)
\r
485 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach
\r
487 if(cvar("g_balance_vore_digestion_distribute"))
\r
488 reduce = self.predator.stomach_load;
\r
493 damage = cvar("g_balance_vore_digestion_damage") / reduce;
\r
495 // apply player scale to digestion damage
\r
496 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))
\r
497 damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));
\r
499 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
\r
500 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
\r
501 self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;
\r
503 if (self.predator.digestsound_finished < time)
\r
505 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
506 self.predator.digestsound_finished = time + 0.5;
\r
508 self.digestion_step = time + steptime;
\r
511 if(self.deadflag != DEAD_NO)
\r
512 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
\r
513 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
\r
516 .float teamheal_step;
\r
517 void Vore_Teamheal()
\r
521 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
\r
522 if(time > self.teamheal_step)
\r
524 self.health += cvar("g_balance_vore_teamheal");
\r
525 self.teamheal_step = time + steptime;
\r
527 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
\r
528 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
\r
530 play2(self, "misc/beep.wav");
\r
531 play2(self.predator, "misc/beep.wav");
\r
536 .float kick_pressed;
\r
537 void Vore_StomachKick()
\r
539 // allows prey to kick the predator's stomach and do some damage or attempt to escape
\r
541 if(time > self.stomachkick_delay && !self.kick_pressed)
\r
545 damage = cvar("g_balance_vore_kick_damage");
\r
546 force = v_forward * cvar("g_balance_vore_kick_force");
\r
549 // apply player scale to the damage / force of the kick
\r
550 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
\r
552 damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
\r
553 force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
\r
554 vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale
\r
556 vol = bound(0, vol, 1);
\r
558 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
\r
559 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);
\r
560 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
\r
561 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
\r
563 // abort the predator's scheduled regurgitation
\r
564 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
\r
565 self.predator.regurgitate_prepare = 0;
\r
567 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
\r
568 if(cvar("g_balance_vore_kick_repress"))
\r
569 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
\r
570 self.kick_pressed = TRUE;
\r
574 void Vore_StomachLeave()
\r
576 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
578 if(Vore_CanLeave())
\r
579 Vore_Regurgitate(self);
\r
580 else if(time > self.complain_vore)
\r
582 play2(self, "misc/forbidden.wav");
\r
583 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
\r
584 self.complain_vore = time + complain_delay_time;
\r
588 void Vore_AutoTaunt()
\r
590 // triggers ambient vore taunts, for both pred and prey
\r
595 if(self.stomach_load && !Stomach_TeamMates_check(self))
\r
597 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
599 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
600 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
603 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
605 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
606 SetAutoTaunt(self, 0, 0);
\r
610 if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))
\r
612 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
614 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
615 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
618 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
620 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
621 SetAutoTaunt(self, 0, 0);
\r
625 void Vore_SetSbarRings()
\r
627 // first clear the ring stats, then configure them if needed
\r
628 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
\r
629 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
\r
631 if(self.stat_eaten)
\r
633 if(time <= self.stomachkick_delay)
\r
635 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
\r
636 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
641 if(self.swallow_progress_pred)
\r
643 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
\r
644 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
646 else if(time <= self.action_delay)
\r
648 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
649 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
652 if(self.swallow_progress_prey)
\r
654 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
655 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
657 else if(time <= self.regurgitate_prepare)
\r
659 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
660 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
668 // main vore code, this is where it all happens
\r
672 // wash the goo away from players once they leave the stomach
\r
673 if(!self.stat_eaten)
\r
674 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
676 if(cvar("g_vore_regurgitatecolor_release_fade"))
\r
678 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
679 if(self.colormod_x > 1)
\r
680 self.colormod_x = 1;
\r
681 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
682 if(self.colormod_y > 1)
\r
683 self.colormod_y = 1;
\r
684 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
685 if(self.colormod_z > 1)
\r
686 self.colormod_z = 1;
\r
689 // set all vore stats
\r
690 Vore_SetSbarRings();
\r
691 if(self.fakepredator.classname == "player")
\r
692 self.stat_eaten = num_for_edict(self.fakepredator);
\r
693 else if(self.predator.classname == "player")
\r
695 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
696 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
697 self.stat_eaten = num_for_edict(self.predator);
\r
701 self.stat_stomachload = self.stomach_load;
\r
702 self.stat_digesting = self.digesting;
\r
703 self.stat_eaten = 0;
\r
705 self.stat_canleave = Vore_CanLeave();
\r
707 // don't allow a player inside a player inside another player :)
\r
708 // prevent this by checking if such has happened, and taking the proper measures
\r
709 // this code has a high priority and must not be stopped by any delay, so run it here
\r
710 if(self.predator.stat_eaten)
\r
712 entity target_predator, target_predator_predator, oldself;
\r
713 target_predator = self.predator;
\r
714 target_predator_predator = self.predator.predator;
\r
716 Vore_Regurgitate(self);
\r
718 // now steal our prey's prey if this probability applies
\r
719 if(random() < cvar("g_balance_vore_swallow_stealprey"))
\r
722 self = target_predator_predator;
\r
723 if(Swallow_condition_check(oldself))
\r
724 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
725 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
726 Vore_Swallow(oldself);
\r
731 // the swallow progress of prey and preds idly decrease by this amount
\r
732 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
734 if(self.swallow_progress_pred)
\r
736 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
737 if(self.swallow_progress_pred < 0)
\r
738 self.swallow_progress_pred = 0;
\r
740 if(self.swallow_progress_prey)
\r
742 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
743 if(self.swallow_progress_prey < 0)
\r
744 self.swallow_progress_prey = 0;
\r
748 // apply delays and skip the vore system under some circumstances
\r
749 if(!cvar("g_vore")) // the vore system is disabled
\r
754 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
759 if(self.spectatee_status)
\r
761 if(time < self.system_delay)
\r
764 // --------------------------------
\r
765 // Code that addresses predators:
\r
766 // --------------------------------
\r
768 // only scan prey between server frames, else we get major breakage in multiplayer and jitter
\r
770 self.prey = Swallow_player_check();
\r
772 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
773 self.stat_canswallow = 0;
\r
774 if(Swallow_condition_check(self.prey))
\r
776 // canswallow stat, used by the HUD
\r
777 if(teams_matter && self.prey.team == self.team)
\r
778 self.stat_canswallow = 2;
\r
780 self.stat_canswallow = 1;
\r
782 if(self.BUTTON_ATCK)
\r
783 Vore_SwallowStep(self.prey);
\r
785 else if(self.prey != world)
\r
786 self.stat_canswallow = -1;
\r
788 // toggle digestion, if the player has someone in their stomach
\r
789 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
791 if(self.stomach_load)
\r
793 if(time > self.digest_button_delay_time)
\r
795 self.digesting = !self.digesting;
\r
796 self.digest_button_delay_time = time + button_delay_time;
\r
799 else if(time > self.complain_vore)
\r
801 play2(self, "misc/forbidden.wav");
\r
802 sprint(self, "There is nothing to digest\n");
\r
803 self.complain_vore = time + complain_delay_time;
\r
806 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
807 self.digesting = FALSE;
\r
809 // predator wishes to regurgitate his prey
\r
810 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
812 if(self.stomach_load)
\r
814 if(time > self.regurgitate_button_delay_time)
\r
816 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
817 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
818 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
819 self.regurgitate_button_delay_time = time + button_delay_time;
\r
822 else if(time > self.complain_vore)
\r
824 play2(self, "misc/forbidden.wav");
\r
825 sprint(self, "There is nothing to regurgitate\n");
\r
826 self.complain_vore = time + complain_delay_time;
\r
830 if(cvar("g_vore_gurglesound"))
\r
831 Vore_GurgleSound();
\r
833 // --------------------------------
\r
834 // Code that addresses the prey:
\r
835 // --------------------------------
\r
837 Vore_SetPreyPositions();
\r
839 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
841 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)
\r
842 Vore_DeadPrey_Detach(self);
\r
844 if(!self.stat_eaten)
\r
847 if(self.deadflag != DEAD_NO)
\r
849 Vore_PreyRelease(self, FALSE);
\r
853 if(self.predator.deadflag != DEAD_NO)
\r
854 Vore_Regurgitate(self);
\r
855 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))
\r
856 Vore_Regurgitate(self);
\r
858 // apply delayed regurgitating if it was scheduled
\r
859 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
861 self.predator.regurgitate_prepare = 0;
\r
862 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
863 Vore_Regurgitate(self);
\r
866 // execute digesting and team healing
\r
867 if(self.predator.digesting == TRUE)
\r
869 if(teams_matter && self.team == self.predator.team)
\r
870 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
873 // execute prey commands
\r
874 if(self.BUTTON_ATCK)
\r
876 if(cvar("g_vore_kick"))
\r
877 Vore_StomachKick();
\r
880 self.kick_pressed = FALSE;
\r
881 if(self.BUTTON_JUMP)
\r
882 Vore_StomachLeave();
\r
884 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
885 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
886 kh_Key_DropAll(self, FALSE);
\r