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Fix a weird bug
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetPreyPositions()\r
100 {\r
101         // self is the predator and head is the prey\r
102 \r
103         local entity head;\r
104         local vector origin_apply;\r
105         local float position_counter;\r
106 \r
107         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
108         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
109         // For each player, the origin is updated, then a new origin is used for the next player.\r
110         // This requires that no more than 9 players may be in the stomach at a time!\r
111         FOR_EACH_PLAYER(head)\r
112         {\r
113                 if(head.predator == self)\r
114                 {\r
115                         switch(position_counter)\r
116                         {\r
117                                 case 0:\r
118                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
119                                         break;\r
120                                 case 1:\r
121                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
122                                         break;\r
123                                 case 2:\r
124                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
125                                         break;\r
126                                 case 3:\r
127                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
128                                         break;\r
129                                 case 4:\r
130                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
131                                         break;\r
132                                 case 5:\r
133                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
134                                         break;\r
135                                 case 6:\r
136                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
137                                         break;\r
138                                 case 7:\r
139                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
140                                         break;\r
141                                 case 8:\r
142                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
143                                         break;\r
144                                 default:\r
145                                         break;\r
146                         }\r
147 \r
148                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
149                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
150                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
151 \r
152                         // change prey height based on scale\r
153                         float prey_height;\r
154                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
155                         head.view_ofs_z += prey_height;\r
156 \r
157                         position_counter += 1;\r
158                 }\r
159         }\r
160 }\r
161 \r
162 .float gurgle_oldstomachload;\r
163 void Vore_GurgleSound()\r
164 {\r
165         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
166         {\r
167                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
168 \r
169                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
170                 self.gurgle_oldstomachload = self.stomach_load;\r
171         }\r
172 }\r
173 \r
174 void Vore_WeightApply(entity e)\r
175 {\r
176         // apply stomach weight that makes you heavier the more you eat\r
177         // slowing the player is done in cl_physics.qc\r
178 \r
179         if(e.stomach_load != e.vore_oldstomachload)\r
180                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
181         if(e.gravity == 0)\r
182                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
183         e.vore_oldstomachload = e.stomach_load;\r
184 }\r
185 \r
186 void Vore_AutoDigest(entity e)\r
187 {\r
188         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
189 \r
190         if(!cvar("g_vore_digestion") || e.digesting)\r
191                 return;\r
192         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
193                 return; // this feature is only for players, not bots\r
194         if(e.stomach_load > 1)\r
195                 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
196         if(Stomach_TeamMates_check(e))\r
197                 return; // never begin automatic digestion if we've swallowed a team mate\r
198 \r
199         e.digesting = TRUE;\r
200 }\r
201 \r
202 .entity swallow_model;\r
203 void Vore_SwallowModel_Think()\r
204 {\r
205         //update the necessary angles to match our view\r
206         //self.angles_x = self.owner.angles_x;\r
207         //self.view_ofs = self.owner.view_ofs;\r
208 \r
209         self.view_ofs = '-1 0 0' * (0.5 - self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
210 \r
211         // if our swallow progress is gone, the swallow model must also go\r
212         if(!self.owner.swallow_progress_prey)\r
213         {\r
214                 remove(self.owner.swallow_model);\r
215                 self.owner.swallow_model = world;\r
216                 return;\r
217         }\r
218 \r
219         self.nextthink = time;\r
220 }\r
221 \r
222 void Vore_SwallowModel_Update(entity prey)\r
223 {\r
224         // if we don't have a swallow model already, spawn one\r
225         if(!prey.swallow_model)\r
226         {\r
227                 prey.swallow_model = spawn();\r
228                 \r
229                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
230                 prey.swallow_model.solid = SOLID_NOT;\r
231 \r
232                 prey.swallow_model.skin = self.skin;\r
233                 //prey.swallow_model.scale = self.scale; // FIX LATER\r
234 \r
235                 // apply the properties of the prey\r
236                 prey.swallow_model.viewmodelforclient = prey;\r
237                 prey.swallow_model.effects |= EF_NOGUNBOB;\r
238                 prey.swallow_model.alpha = prey.cvar_cl_vore_stomachmodel;\r
239                 prey.swallow_model.colormap = prey.colormap;\r
240                 prey.swallow_model.glowmod = prey.glowmod;\r
241 \r
242                 prey.swallow_model.owner = prey; // owned by the prey\r
243                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
244                 prey.swallow_model.nextthink = time;\r
245         }\r
246 \r
247         // if predator has changed, update the swallow model\r
248         if(prey.swallow_model.enemy != self)\r
249         {\r
250                 setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
251                 prey.swallow_model.skin = self.skin;\r
252                 prey.swallow_model.enemy = self; // enemy is the predator\r
253         }\r
254 }\r
255 \r
256 .entity pusher;\r
257 .float pushltime;\r
258 void Vore_Swallow(entity e)\r
259 {\r
260         // this player is being swallowed by another player, apply the proper changes\r
261 \r
262         e.vore_oldmovetype = e.movetype;\r
263         e.vore_oldsolid = e.solid;\r
264 \r
265         e.predator = self;\r
266         setorigin(e, e.predator.origin);\r
267         e.velocity = '0 0 0';\r
268         e.movetype = MOVETYPE_FOLLOW;\r
269         e.solid = SOLID_NOT;\r
270         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
271 \r
272         // drop keys (KH) and flags (CTF) when we get swallowed\r
273         kh_Key_DropAll(e, FALSE);\r
274         if(e.flagcarried)\r
275                 DropFlag(e.flagcarried, world, e.predator);\r
276 \r
277         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
278                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
279 \r
280         if(teams_matter && e.team == e.predator.team)\r
281         {\r
282                 if(cvar("g_vore_kick"))\r
283                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
284                 if(cvar("g_vore_digestion"))\r
285                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
286         }\r
287 \r
288         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
289         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
290         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
291         e.predator.stomach_load += 1;\r
292         e.predator.regurgitate_prepare = 0;\r
293         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
294         Vore_WeightApply(e.predator);\r
295         Vore_AutoDigest(e.predator);\r
296 \r
297         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
298         e.predator.weapon_delay = time + button_delay_time;\r
299         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
300         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
301         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
302 }\r
303 \r
304 void Vore_SwallowStep(entity e)\r
305 {\r
306         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
307         {\r
308                 Vore_Swallow(e);\r
309                 return;\r
310         }\r
311 \r
312         Vore_SwallowModel_Update(e);\r
313 \r
314         // increase the progress value until it reaches 1, then swallow the player\r
315         if(e.swallow_progress_prey < 1)\r
316         {\r
317                 float fill;\r
318                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
319                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
320                         fill *= (self.scale / e.scale);\r
321                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
322                         fill /= e.stomach_load;\r
323 \r
324                 e.swallow_progress_prey += fill;\r
325         }\r
326         else\r
327         {\r
328                 Vore_Swallow(e);\r
329                 e.swallow_progress_prey = 0;\r
330         }\r
331 \r
332         // the predator's progress is how much the prey got swallowed\r
333         self.swallow_progress_pred = e.swallow_progress_prey;\r
334 }\r
335 \r
336 void Vore_Regurgitate(entity e)\r
337 {\r
338         // this player is being regurgitated by their predator, apply the proper changes\r
339 \r
340         e.movetype = e.vore_oldmovetype;\r
341         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
342                 e.solid = e.vore_oldsolid;\r
343         e.view_ofs_z = PL_VIEW_OFS_z;\r
344 \r
345         // apply velocities\r
346         local vector oldforward, oldright, oldup;\r
347         oldforward = v_forward;\r
348         oldright = v_right;\r
349         oldup = v_up;\r
350         makevectors(e.predator.v_angle);\r
351         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
352         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
353         v_forward = oldforward;\r
354         v_right = oldright;\r
355         v_up = oldup;\r
356 \r
357         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
358         e.pushltime = time + cvar("g_maxpushtime");\r
359 \r
360         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
361         if(cvar("g_balance_vore_swallow_speed_fill"))\r
362                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
363 \r
364         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
365         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
366         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
367         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
368         e.predator.stomach_load -= 1;\r
369         e.predator.regurgitate_prepare = 0;\r
370         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
371         Vore_WeightApply(e.predator);\r
372 \r
373         // block firing for a small amount of time, or we'll be firing the next frame\r
374         e.weapon_delay = time + button_delay_time;\r
375         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
376         e.predator = world;\r
377 }\r
378 \r
379 void Vore_DeadPrey_Configure(entity e)\r
380 {\r
381         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
382 \r
383         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
384                 return;\r
385 \r
386         // this entity is like e.predator but for dead prey, to avoid conflicts\r
387         e.fakepredator = e.predator;\r
388         e.fakeprey = TRUE;\r
389 \r
390         // first release the prey from the predator, as dead prey needs to be attached differently\r
391         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
392         e.predator.stomach_load -= 1;\r
393         Vore_WeightApply(e.predator);\r
394         e.predator = world;\r
395 \r
396         // now put our dead prey inside the predator's stomach, but only as an effect\r
397         e.movetype = MOVETYPE_FOLLOW;\r
398         e.takedamage = DAMAGE_NO;\r
399         e.solid = SOLID_NOT;\r
400         e.aiment = e.fakepredator;\r
401 }\r
402 \r
403 void Vore_DeadPrey_Detach(entity e)\r
404 {\r
405         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
406         // should only execute after Vore_DeadPrey_Configure has ran first\r
407 \r
408         if not(cvar("g_vore_keepdeadprey"))\r
409                 return;\r
410 \r
411         e.fakepredator = world;\r
412         e.fakeprey = TRUE; // keep fakeprey status\r
413         e.stat_eaten = 0;\r
414         e.aiment = world;\r
415         e.movetype = MOVETYPE_TOSS;\r
416 }\r
417 \r
418 void Vore_PreyRelease(entity e, float pred_disconnect)\r
419 {\r
420         if(pred_disconnect)\r
421         {\r
422                 if(e.fakeprey)\r
423                         Vore_DeadPrey_Detach(e);\r
424                 else\r
425                         Vore_Regurgitate(e);\r
426         }\r
427         else if(self.stat_eaten && !self.fakeprey)\r
428         {\r
429                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
430                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
431                         Vore_DeadPrey_Configure(e);\r
432                 else\r
433                         Vore_Regurgitate(e);\r
434         }\r
435 }\r
436 \r
437 void Vore_Disconnect()\r
438 {\r
439         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
440 \r
441         // prey disconnects or goes spectating while inside someone's belly\r
442         if(self.stat_eaten)\r
443                 Vore_PreyRelease(self, TRUE);\r
444 \r
445         // pred disconnects or goes spectating with players in their belly\r
446         entity head;\r
447         FOR_EACH_PLAYER(head)\r
448         {\r
449                 if(head.predator == self || head.fakepredator == self)\r
450                         Vore_PreyRelease(head, TRUE);\r
451         }\r
452         Vore_GurgleSound(); // stop the gurgling sound\r
453 \r
454         self.stomach_load = self.gravity = 0; // prevents a bug\r
455 }\r
456 \r
457 .float digestion_step;\r
458 void Vore_Digest()\r
459 {\r
460         // apply digestion to prey\r
461 \r
462         if(time > self.digestion_step)\r
463         {\r
464                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
465                 float reduce;\r
466                 if(cvar("g_balance_vore_digestion_distribute"))\r
467                         reduce = self.predator.stomach_load;\r
468                 else\r
469                         reduce = 1;\r
470 \r
471                 float damage;\r
472                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
473 \r
474                 // apply player scale to digestion damage\r
475                 if(cvar("g_balance_vore_digestion_scalediff"))\r
476                         damage *= (self.predator.scale / self.scale);\r
477 \r
478                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
479                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
480                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
481 \r
482                 if (self.predator.digestsound_finished < time)\r
483                 {\r
484                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
485                         self.predator.digestsound_finished = time + 0.5;\r
486                 }\r
487                 self.digestion_step = time + steptime;\r
488         }\r
489 \r
490         if(self.deadflag != DEAD_NO)\r
491         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
492                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
493 }\r
494 \r
495 .float teamheal_step;\r
496 void Vore_Teamheal()\r
497 {\r
498         // apply teamheal\r
499 \r
500         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
501         if(time > self.teamheal_step)\r
502         {\r
503                 self.health += cvar("g_balance_vore_teamheal");\r
504                 self.teamheal_step = time + steptime;\r
505 \r
506                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
507                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
508                 {\r
509                         play2(self, "misc/beep.wav");\r
510                         play2(self.predator, "misc/beep.wav");\r
511                 }\r
512         }\r
513 }\r
514 \r
515 void Vore_StomachKick()\r
516 {\r
517         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
518 \r
519         if(time > self.stomachkick_delay)\r
520         {\r
521                 float damage;\r
522                 vector force;\r
523                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
524                 force = v_forward * cvar("g_balance_vore_kick_force");\r
525 \r
526                 // apply player scale to the damage / force of the kick\r
527                 if(cvar("g_balance_vore_kick_scalediff"))\r
528                 {\r
529                         damage *= (self.scale / self.predator.scale);\r
530                         force *= (self.scale / self.predator.scale);\r
531                 }\r
532 \r
533                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
534                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
535                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
536                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
537 \r
538                 // abort the predator's scheduled regurgitation\r
539                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
540                         self.predator.regurgitate_prepare = 0;\r
541 \r
542                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
543         }\r
544 }\r
545 \r
546 void Vore_StomachLeave()\r
547 {\r
548         // allows players to get out of their predator at will in some circumstances, such as team mates\r
549 \r
550         if(Vore_CanLeave())\r
551                 Vore_Regurgitate(self);\r
552         else if(time > self.complain_vore)\r
553         {\r
554                 play2(self, "misc/forbidden.wav");\r
555                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
556                 self.complain_vore = time + complain_delay_time;\r
557         }\r
558 }\r
559 \r
560 void Vore_AutoTaunt()\r
561 {\r
562         // triggers ambient vore taunts, for both pred and prey\r
563 \r
564         float taunt_time;\r
565 \r
566         // predator taunts\r
567         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
568         {\r
569                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
570                 {\r
571                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
572                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
573                 }\r
574         }\r
575         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
576         {\r
577                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
578                 SetAutoTaunt(self, 0, 0);\r
579         }\r
580 \r
581         // prey taunts\r
582         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
583         {\r
584                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
585                 {\r
586                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
587                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
588                 }\r
589         }\r
590         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
591         {\r
592                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
593                 SetAutoTaunt(self, 0, 0);\r
594         }\r
595 }\r
596 \r
597 void Vore_SetSbarRings()\r
598 {\r
599         // first clear the ring stats, then configure them if needed\r
600         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
601         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
602 \r
603         if(self.stat_eaten)\r
604         {\r
605                 if(time <= self.stomachkick_delay)\r
606                 {\r
607                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
608                         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
609                 }\r
610         }\r
611         else\r
612         {\r
613                 if(self.swallow_progress_pred)\r
614                 {\r
615                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
616                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
617                 }\r
618                 else if(time <= self.action_delay)\r
619                 {\r
620                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
621                         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
622                 }\r
623 \r
624                 if(self.swallow_progress_prey)\r
625                 {\r
626                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
627                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
628                 }\r
629                 else if(time <= self.regurgitate_prepare)\r
630                 {\r
631                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
632                         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
633                 }\r
634         }\r
635 }\r
636 \r
637 void Vore()\r
638 {\r
639         // main vore code, this is where it all happens\r
640 \r
641         if(!cvar("g_vore")) // the vore system is disabled\r
642         {\r
643                 Vore_Disconnect();\r
644                 return;\r
645         }\r
646 \r
647         Vore_AutoTaunt();\r
648 \r
649         // wash the goo away from players once they leave the stomach\r
650         if(!self.stat_eaten)\r
651         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
652         if(self.colormod)\r
653         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
654         {\r
655                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
656                 if(self.colormod_x > 1)\r
657                         self.colormod_x = 1;\r
658                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
659                 if(self.colormod_y > 1)\r
660                         self.colormod_y = 1;\r
661                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
662                 if(self.colormod_z > 1)\r
663                         self.colormod_z = 1;\r
664         }\r
665 \r
666         // set all vore stats\r
667         Vore_SetSbarRings();\r
668         if(self.fakepredator.classname == "player")\r
669                 self.stat_eaten = num_for_edict(self.fakepredator);\r
670         else if(self.predator.classname == "player")\r
671         {\r
672                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
673                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
674                 self.stat_eaten = num_for_edict(self.predator);\r
675         }\r
676         else\r
677         {\r
678                 self.stat_stomachload = self.stomach_load;\r
679                 self.stat_digesting = self.digesting;\r
680                 self.stat_eaten = 0;\r
681         }\r
682         self.stat_canleave = Vore_CanLeave();\r
683 \r
684         // don't allow a player inside a player inside another player :)\r
685         // prevent this by checking if such has happened, and taking the proper measures\r
686         // this code has a high priority and must not be stopped by any delay, so run it here\r
687         if(self.predator.stat_eaten)\r
688         {\r
689                 entity target_predator, target_predator_predator, oldself;\r
690                 target_predator = self.predator;\r
691                 target_predator_predator = self.predator.predator;\r
692 \r
693                 Vore_Regurgitate(self);\r
694 \r
695                 // now steal our prey's prey if this probability applies\r
696                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
697                 {\r
698                         oldself = self;\r
699                         self = target_predator_predator;\r
700                         if(Swallow_condition_check(oldself))\r
701                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
702                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
703                                 Vore_Swallow(oldself);\r
704                         self = oldself;\r
705                 }\r
706         }\r
707 \r
708         // the swallow progress of prey and preds idly decrease by this amount\r
709         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
710         {\r
711                 if(self.swallow_progress_pred)\r
712                 {\r
713                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
714                         if(self.swallow_progress_pred < 0)\r
715                                 self.swallow_progress_pred = 0;\r
716                 }\r
717                 if(self.swallow_progress_prey)\r
718                 {\r
719                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
720                         if(self.swallow_progress_prey < 0)\r
721                                 self.swallow_progress_prey = 0;\r
722                 }\r
723         }\r
724 \r
725         // apply delays and skip the vore system under some circumstances\r
726         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
727         {\r
728                 Vore_Disconnect();\r
729                 return;\r
730         }\r
731         if(self.spectatee_status)\r
732                 return;\r
733         if(time < self.system_delay)\r
734                 return;\r
735 \r
736 // --------------------------------\r
737 // Code that addresses predators:\r
738 // --------------------------------\r
739 \r
740         entity prey;\r
741         prey = Swallow_player_check();\r
742 \r
743         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
744         self.stat_canswallow = 0;\r
745         if(Swallow_condition_check(prey))\r
746         {\r
747                 // canswallow stat, used by the HUD\r
748                 if(teams_matter && prey.team == self.team)\r
749                         self.stat_canswallow = 2;\r
750                 else\r
751                         self.stat_canswallow = 1;\r
752 \r
753                 if(self.BUTTON_ATCK)\r
754                         Vore_SwallowStep(prey);\r
755         }\r
756         else if(prey != world)\r
757                 self.stat_canswallow = -1;\r
758 \r
759         // toggle digestion, if the player has someone in their stomach\r
760         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
761         {\r
762                 if(self.stomach_load)\r
763                 {\r
764                         if(time > self.digest_button_delay_time)\r
765                         {\r
766                                 self.digesting = !self.digesting;\r
767                                 self.digest_button_delay_time = time + button_delay_time;\r
768                         }\r
769                 }\r
770                 else if(time > self.complain_vore)\r
771                 {\r
772                         play2(self, "misc/forbidden.wav");\r
773                         sprint(self, "There is nothing to digest\n");\r
774                         self.complain_vore = time + complain_delay_time;\r
775                 }\r
776         }\r
777         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
778                 self.digesting = FALSE;\r
779 \r
780         // predator wishes to regurgitate his prey\r
781         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
782         {\r
783                 if(self.stomach_load)\r
784                 {\r
785                         if(time > self.regurgitate_button_delay_time)\r
786                         {\r
787                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
788                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
789                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
790                         }\r
791                 }\r
792                 else if(time > self.complain_vore)\r
793                 {\r
794                         play2(self, "misc/forbidden.wav");\r
795                         sprint(self, "There is nothing to regurgitate\n");\r
796                         self.complain_vore = time + complain_delay_time;\r
797                 }\r
798         }\r
799 \r
800         if(cvar("g_vore_gurglesound"))\r
801                 Vore_GurgleSound();\r
802 \r
803 // --------------------------------\r
804 // Code that addresses the prey:\r
805 // --------------------------------\r
806 \r
807         Vore_SetPreyPositions();\r
808 \r
809         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
810         if(self.fakeprey)\r
811         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
812                 Vore_DeadPrey_Detach(self);\r
813 \r
814         if(!self.stat_eaten)\r
815                 return;\r
816 \r
817         if(self.deadflag != DEAD_NO)\r
818         {\r
819                 Vore_PreyRelease(self, FALSE);\r
820                 return;\r
821         }\r
822 \r
823         if(self.predator.deadflag != DEAD_NO)\r
824                 Vore_Regurgitate(self);\r
825         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
826                 Vore_Regurgitate(self);\r
827 \r
828         // apply delayed regurgitating if it was scheduled\r
829         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
830         {\r
831                 self.predator.regurgitate_prepare = 0;\r
832                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
833                 Vore_Regurgitate(self);\r
834         }\r
835 \r
836         // execute digesting and team healing\r
837         if(self.predator.digesting == TRUE)\r
838                 Vore_Digest();\r
839         if(teams_matter && self.team == self.predator.team)\r
840         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
841                 Vore_Teamheal();\r
842 \r
843         // execute prey commands\r
844         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
845                 Vore_StomachKick();\r
846         if(self.BUTTON_JUMP)\r
847                 Vore_StomachLeave();\r
848 \r
849         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
850         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
851         kh_Key_DropAll(self, FALSE);\r
852 }