entity head;
- if not(teams_matter && cvar("g_balance_vore_teamheal"))
+ if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
return;
if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
{
if(prey.health < cvar("g_balance_vore_teamheal_stable"))
if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
+ if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
self.BUTTON_ATCK = TRUE; // swallow the team mate
}
{
// main vore AI code
- if(cvar("bot_nofire") || !skill)
+ if(!cvar("g_vore")) // the vore system is disabled
+ return;
+ if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
return;
// --------------------------------
// aim toward the nearest possible victim. The greater the skill, the quicker the aim
// this only does the aiming, checking and swallowing is handled below
- entity scan;
- scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
- if(Swallow_condition_check_bot(scan))
- bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
+ entity head;
+ head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
+ while(head)
+ {
+ if(Swallow_condition_check_bot(head))
+ bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
+ head = head.chain;
+ }
// now do the actual checking and swallowing
entity prey;
self.BUTTON_ATCK = TRUE; // swallow
self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
}
- self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow"); // this is needed to take decisions properly, otherwise the code would execute each frame and return 1 pretty soon
+ self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow"); // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE pretty soon
}
// deciding what to do with a victim:
else if(!self.digesting)
{
// the higher the skill, the faster bots will start to digest you
+ if not(g_rpg && cvar("g_rpg_botattack") < 2)
if(skill >= randomtry_pred)
self.BUTTON_DIGEST = TRUE; // digest
if(self.predator.classname == "player" && time > self.decide_prey)
{
+ if not(g_rpg && cvar("g_rpg_botattack") < 2)
if not(teams_matter && self.team == self.predator.team)
{
// the higher the skill, the more the bot will kick in your stomack
{
if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
self.BUTTON_JUMP = TRUE; // leave
- else if not(teams_matter && self.team == self.predator.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
- self.BUTTON_JUMP = TRUE; // leave
+ else if not(g_rpg && cvar("g_rpg_botattack") < 2)
+ {
+ if not(teams_matter && self.team == self.predator.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
+ self.BUTTON_JUMP = TRUE; // leave
+ }
}
self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator