.float regurgitate_prepare;\r
-.float swallow_delay, digest_button_delay, regurgitate_button_delay;\r
-.float complain_swallow;\r
-const float complain_delay = 1;\r
-const float button_delay = 0.5;\r
-const float steptime = 0.1;\r
-\r
+.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
+.float complain_vore;\r
.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
\r
-entity Swallow_distance_check()\r
+const float system_delay_time = 0.1;\r
+const float complain_delay_time = 1;\r
+const float button_delay_time = 0.5;\r
+const float steptime = 0.1;\r
+\r
+entity Swallow_player_check()\r
{\r
// check if we can swallow a player instead of firing our weapon\r
- vector w_shotorg, w_shotdir;\r
- w_shotorg = self.origin + self.view_ofs;\r
- w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
+ float swallow_range;\r
+ vector vore_w_shotorg, vore_w_shotdir;\r
+\r
+ swallow_range = cvar("g_balance_vore_swallow_range");\r
+ if(self.scale) // we can swallow from further or closer based on our size\r
+ swallow_range *= self.scale;\r
+ vore_w_shotorg = self.origin;\r
+ vore_w_shotdir = v_forward;\r
+\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\r
\r
float Swallow_condition_check(entity prey)\r
{\r
- // checks the necessary conditions for swallowing another player\r
- if(prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
- if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
- if(self.eater.classname != "player") // we can't swallow players while inside someone's stomach ourselves\r
+ // checks the necessary conditions for swallowing a player\r
+\r
+ if(prey != self)\r
+ 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
+ if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+ if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
+ if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
{\r
- if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
+ string swallow_complain;\r
+ if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+ swallow_complain = "You cannot swallow your team mates\n";\r
+ else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
+ swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
+ else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
+ swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
+ else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
+ swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
+ else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
+ swallow_complain = "You cannot swallow someone larger than you\n";\r
+\r
+ if(swallow_complain != "")\r
{\r
- if(time > self.complain_swallow)\r
+ if(time > self.complain_vore && self.BUTTON_ATCK)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
- sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
- self.complain_swallow = time + complain_delay;\r
+ play2(self, "misc/forbidden.wav");\r
+ sprint(self, swallow_complain);\r
+ self.complain_vore = time + complain_delay_time;\r
}\r
return FALSE;\r
}\r
+ return TRUE;\r
+ }\r
+ return FALSE;\r
+}\r
+\r
+float Stomach_TeamMates_check(entity pred)\r
+{\r
+ // checks if a player's stomach contains any team mates\r
+\r
+ entity head;\r
+ if(teams_matter)\r
+ {\r
+ FOR_EACH_PLAYER(head)\r
+ {\r
+ if(head.predator == pred && head.team == pred.team)\r
+ return TRUE;\r
+ }\r
+ }\r
+ return FALSE;\r
+}\r
+\r
+float Vore_CanLeave()\r
+{\r
+ if(self.stat_eaten)\r
+ {\r
+ if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
+ return TRUE;\r
+ if(teams_matter && self.team == self.predator.team)\r
+ return TRUE;\r
+ if(g_rpg && cvar("g_rpg_canleave"))\r
+ return TRUE;\r
+ }\r
+ return FALSE;\r
+}\r
+\r
+// position the camera properly for prey\r
+void Vore_SetPreyPositions()\r
+{\r
+ // self is the predator and head is the prey\r
+\r
+ local entity head;\r
+ local vector origin_apply;\r
+ local float position_counter;\r
\r
- if(cvar("g_vore_biggergut"))\r
- if(prey.stomach_load > self.stomach_load)\r
+ // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
+ // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
+ // For each player, the origin is updated, then a new origin is used for the next player.\r
+ // This requires that no more than 9 players may be in the stomach at a time!\r
+ FOR_EACH_PLAYER(head)\r
+ {\r
+ if(head.predator == self)\r
{\r
- if(time > self.complain_swallow)\r
+ switch(position_counter)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
- sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
- self.complain_swallow = time + complain_delay;\r
+ case 0:\r
+ origin_apply = '0 0 0'; // first occupant sits in the middle\r
+ break;\r
+ case 1:\r
+ origin_apply = '1 0 0'; // second occupant sits in the front\r
+ break;\r
+ case 2:\r
+ origin_apply = '-1 0 0'; // third occupant sits in the back\r
+ break;\r
+ case 3:\r
+ origin_apply = '0 1 0'; // fourth occupant sits in the right\r
+ break;\r
+ case 4:\r
+ origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
+ break;\r
+ case 5:\r
+ origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
+ break;\r
+ case 6:\r
+ origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
+ break;\r
+ case 7:\r
+ origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
+ break;\r
+ case 8:\r
+ origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
+ break;\r
+ default:\r
+ break;\r
}\r
- return FALSE;\r
+\r
+ // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
+ head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
+\r
+ // change prey height based on scale\r
+ float prey_height;\r
+ prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
+ head.view_ofs_z += prey_height;\r
+\r
+ position_counter += 1;\r
}\r
- return TRUE;\r
}\r
- return FALSE;\r
}\r
\r
-void Vore_Weight_apply(entity e)\r
+.float gurgle_oldstomachload;\r
+void Vore_GurgleSound()\r
+{\r
+ if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
+ {\r
+ GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+\r
+ self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
+ self.gurgle_oldstomachload = self.stomach_load;\r
+ }\r
+}\r
+\r
+void Vore_WeightApply(entity e)\r
{\r
// apply stomach weight that makes you heavier the more you eat\r
- // slowing the player is applied in cl_physics.qc\r
+ // slowing the player is done in cl_physics.qc\r
+\r
if(e.stomach_load != e.vore_oldstomachload)\r
e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
if(e.gravity == 0)\r
- e.gravity = 0.00001; // 0 becomes 1 for .gravity, so do this to allow 0 gravity\r
+ e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
e.vore_oldstomachload = e.stomach_load;\r
}\r
\r
+void Vore_AutoDigest(entity e)\r
+{\r
+ // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+ if(!cvar("g_vore_digestion") || e.digesting)\r
+ return;\r
+ if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
+ return; // this feature is only for players, not bots\r
+ if(e.stomach_load > 1)\r
+ 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
+ if(Stomach_TeamMates_check(e))\r
+ return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+ e.digesting = TRUE;\r
+}\r
+\r
+void Vore_SwallowModel_Think()\r
+{\r
+ //update the necessary angles to match our view\r
+ self.angles_x = self.owner.angles_x;\r
+ self.view_ofs = self.owner.view_ofs;\r
+ self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
+\r
+ // if our swallow progress is gone, the swallow model must also go\r
+ /*if(!self.owner.swallow_progress_prey)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }*/\r
+\r
+ self.nextthink = time;\r
+}\r
+\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Update(entity prey)\r
+{\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ \r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.scale = self.scale;\r
+\r
+ // apply the properties of the prey\r
+ prey.swallow_model.aiment = prey;\r
+\r
+ prey.swallow_model.owner = prey; // owned by the prey\r
+ prey.swallow_model.enemy = self; // enemy is the predator\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // if the model or skin of the prey's swallow model don't match those of our current predator, change them\r
+ string swallow_mdl;\r
+ swallow_mdl = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+ if(prey.swallow_model.model != swallow_mdl)\r
+ setmodel(prey.swallow_model, swallow_mdl);\r
+ if(prey.swallow_model.skin != self.skin)\r
+ prey.swallow_model.skin = self.skin;\r
+}\r
+\r
+.entity pusher;\r
+.float pushltime;\r
void Vore_Swallow(entity e)\r
{\r
- // this player is beening swallowed by another player, apply the proper changes\r
+ // this player is being swallowed by another player, apply the proper changes\r
+\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
\r
- setorigin(e, e.eater.origin);\r
+ e.predator = self;\r
+ setorigin(e, e.predator.origin);\r
e.velocity = '0 0 0';\r
e.movetype = MOVETYPE_FOLLOW;\r
e.solid = SOLID_NOT;\r
- e.alpha = -1; // best way of hiding / showing the eaten player\r
- e.aiment = e.eater; // follow the predator. Is automatically unset\r
- e.view_ofs_z /= 2; // best positioning for the stomach model\r
- e.stat_eaten = TRUE;\r
+ e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
kh_Key_DropAll(e, FALSE);\r
if(e.flagcarried)\r
- DropFlag(e.flagcarried, world, e.eater);\r
+ DropFlag(e.flagcarried, world, e.predator);\r
+\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+ e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
+\r
+ if(teams_matter && e.team == e.predator.team)\r
+ {\r
+ if(cvar("g_vore_kick"))\r
+ centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
+ if(cvar("g_vore_digestion"))\r
+ centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
+ }\r
+\r
+ PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
+ e.predator.stomach_load += 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+ Vore_WeightApply(e.predator);\r
+ Vore_AutoDigest(e.predator);\r
+\r
+ // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
+ e.predator.weapon_delay = time + button_delay_time;\r
+ e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+ e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
+}\r
+\r
+void Vore_SwallowStep(entity e)\r
+{\r
+ if(!cvar("g_balance_vore_swallow_speed_fill"))\r
+ {\r
+ Vore_Swallow(e);\r
+ return;\r
+ }\r
\r
- if(stov(cvar_string("g_vore_regurgitatecolor_released")))\r
- e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));\r
+ Vore_SwallowModel_Update(e);\r
\r
- PlayerSound(e.eater, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
- e.eater.stomach_load += 1;\r
- e.eater.regurgitate_prepare = 0;\r
- Vore_Weight_apply(e.eater);\r
+ // increase the progress value until it reaches 1, then swallow the player\r
+ if(e.swallow_progress_prey < 1)\r
+ {\r
+ float fill;\r
+ fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
+ if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= (self.scale / e.scale);\r
+ if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
+ fill /= e.stomach_load;\r
+\r
+ e.swallow_progress_prey += fill;\r
+ }\r
+ else\r
+ {\r
+ Vore_Swallow(e);\r
+ e.swallow_progress_prey = 0;\r
+ }\r
+\r
+ // the predator's progress is how much the prey got swallowed\r
+ self.swallow_progress_pred = e.swallow_progress_prey;\r
}\r
\r
void Vore_Regurgitate(entity e)\r
{\r
- // this player is being released from their predator, apply the proper changes\r
+ // this player is being regurgitated by their predator, apply the proper changes\r
+\r
e.movetype = e.vore_oldmovetype;\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
- e.alpha = 0; // best way of hiding / showing the eaten player\r
- e.view_ofs_z *= 2; // best positioning for the stomach model\r
- e.stat_eaten = FALSE;\r
+ e.view_ofs_z = PL_VIEW_OFS_z;\r
\r
- // velocities\r
+ // apply velocities\r
local vector oldforward, oldright, oldup;\r
oldforward = v_forward;\r
oldright = v_right;\r
oldup = v_up;\r
- makevectors(e.eater.v_angle);\r
+ makevectors(e.predator.v_angle);\r
e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
- e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
v_forward = oldforward;\r
v_right = oldright;\r
v_up = oldup;\r
\r
- PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
- pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
- e.eater.stomach_load -= 1;\r
- e.eater.regurgitate_prepare = 0;\r
- Vore_Weight_apply(e.eater);\r
- e.eater = world;\r
+ e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
+ e.pushltime = time + cvar("g_maxpushtime");\r
+\r
+ // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
+ if(cvar("g_balance_vore_swallow_speed_fill"))\r
+ e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+\r
+ PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+ e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
+ e.predator.stomach_load -= 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
+ Vore_WeightApply(e.predator);\r
+\r
+ // block firing for a small amount of time, or we'll be firing the next frame\r
+ e.weapon_delay = time + button_delay_time;\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+ e.predator = world;\r
}\r
\r
-void Vore_Disconnect()\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+ // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
+\r
+ if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
+ return;\r
+\r
+ // this entity is like e.predator but for dead prey, to avoid conflicts\r
+ e.fakepredator = e.predator;\r
+ e.fakeprey = TRUE;\r
+\r
+ // first release the prey from the predator, as dead prey needs to be attached differently\r
+ // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
+ e.predator.stomach_load -= 1;\r
+ Vore_WeightApply(e.predator);\r
+ e.predator = world;\r
+\r
+ // now put our dead prey inside the predator's stomach, but only as an effect\r
+ e.movetype = MOVETYPE_FOLLOW;\r
+ e.takedamage = DAMAGE_NO;\r
+ e.solid = SOLID_NOT;\r
+ e.aiment = e.fakepredator;\r
+}\r
+\r
+void Vore_DeadPrey_Detach(entity e)\r
{\r
- // frees prey from their predators when someone disconnects or goes spectating\r
+ // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+ // should only execute after Vore_DeadPrey_Configure has ran first\r
\r
- // prey disconnects or goes spectating while inside someone's belly:\r
- if(self.eater.classname == "player")\r
+ if not(cvar("g_vore_keepdeadprey"))\r
+ return;\r
+\r
+ e.fakepredator = world;\r
+ e.fakeprey = TRUE; // keep fakeprey status\r
+ e.stat_eaten = 0;\r
+ e.aiment = world;\r
+ e.movetype = MOVETYPE_TOSS;\r
+}\r
+\r
+void Vore_PreyRelease(entity e, float pred_disconnect)\r
+{\r
+ if(pred_disconnect)\r
+ {\r
+ if(e.fakeprey)\r
+ Vore_DeadPrey_Detach(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
+ }\r
+ else if(self.stat_eaten && !self.fakeprey)\r
{\r
- self.view_ofs_z += 25;\r
- self.stat_eaten = FALSE;\r
- self.eater.stomach_load -= 1;\r
- Vore_Weight_apply(self.eater);\r
- self.eater = world;\r
+ // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+ if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+ Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
}\r
+}\r
+\r
+void Vore_Disconnect()\r
+{\r
+ // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
\r
- // pred disconnects or goes spectating with players in their belly:\r
- else if(self.stomach_load > 0)\r
+ // prey disconnects or goes spectating while inside someone's belly\r
+ if(self.stat_eaten)\r
+ Vore_PreyRelease(self, TRUE);\r
+\r
+ // pred disconnects or goes spectating with players in their belly\r
+ entity head;\r
+ FOR_EACH_PLAYER(head)\r
{\r
- entity head;\r
- FOR_EACH_PLAYER(head)\r
- {\r
- if(head.eater == self)\r
- Vore_Regurgitate(head);\r
- }\r
+ if(head.predator == self || head.fakepredator == self)\r
+ Vore_PreyRelease(head, TRUE);\r
}\r
+ Vore_GurgleSound(); // stop the gurgling sound\r
+\r
+ self.stomach_load = self.gravity = 0; // prevents a bug\r
}\r
\r
.float digestion_step;\r
void Vore_Digest()\r
{\r
// apply digestion to prey\r
- if(time > self.eater.digestion_step + steptime)\r
+\r
+ if(time > self.digestion_step)\r
{\r
- Damage(self, self.eater, self.eater, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
- if(cvar("g_balance_vore_digestion_vampire") && self.eater.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.eater.health += cvar("g_balance_vore_digestion_vampire");\r
+ // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
+ float reduce;\r
+ if(cvar("g_balance_vore_digestion_distribute"))\r
+ reduce = self.predator.stomach_load;\r
+ else\r
+ reduce = 1;\r
+\r
+ float damage;\r
+ damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
\r
- if (self.eater.digestsound_finished < time)\r
+ // apply player scale to digestion damage\r
+ if(cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= (self.predator.scale / self.scale);\r
+\r
+ Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
+ if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
+\r
+ if (self.predator.digestsound_finished < time)\r
{\r
- self.eater.digestsound_finished = time + 0.5;\r
- sound (self.eater, CHAN_PLAYER, "player/digest.wav", VOL_BASE, ATTN_NORM);\r
+ PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+ self.predator.digestsound_finished = time + 0.5;\r
}\r
- self.eater.digestion_step = time;\r
+ self.digestion_step = time + steptime;\r
}\r
\r
- if(self.health <= 0)\r
- if(stov(cvar_string("g_vore_regurgitatecolor_digested")))\r
- self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digested"));\r
+ if(self.deadflag != DEAD_NO)\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
+ self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
}\r
\r
.float teamheal_step;\r
void Vore_Teamheal()\r
{\r
+ // apply teamheal\r
+\r
if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
- if(time > self.teamheal_step + steptime)\r
+ if(time > self.teamheal_step)\r
{\r
self.health += cvar("g_balance_vore_teamheal");\r
- self.teamheal_step = time;\r
+ self.teamheal_step = time + steptime;\r
+\r
+ // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
+ if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
+ {\r
+ play2(self, "misc/beep.wav");\r
+ play2(self.predator, "misc/beep.wav");\r
+ }\r
}\r
}\r
\r
-.float stomachkick_delay;\r
void Vore_StomachKick()\r
{\r
- // allows prey to kick the predator's stomach and do some damage, or bring the predator's digestion upon their self when there's no other option\r
- if(self.eater.classname != "player")\r
- return;\r
+ // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
- // kick the predator's stomach and do damage\r
- if(self.BUTTON_ATCK)\r
if(time > self.stomachkick_delay)\r
{\r
float damage;\r
+ vector force;\r
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
+ force = v_forward * cvar("g_balance_vore_kick_force");\r
+\r
+ // apply player scale to the damage / force of the kick\r
+ if(cvar("g_balance_vore_kick_scalediff"))\r
+ {\r
+ damage *= (self.scale / self.predator.scale);\r
+ force *= (self.scale / self.predator.scale);\r
+ }\r
+\r
+ Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
+ sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
+ self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
+ self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
+\r
+ // abort the predator's scheduled regurgitation\r
+ if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
+ self.predator.regurgitate_prepare = 0;\r
\r
- Damage(self.eater, self, self, damage, DEATH_STOMACHKICK, self.eater.origin, '0 0 0');\r
- sound(self.eater, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
+}\r
\r
- // start the predator's digestion\r
- if(self.BUTTON_ATCK2)\r
+void Vore_StomachLeave()\r
+{\r
+ // allows players to get out of their predator at will in some circumstances, such as team mates\r
+\r
+ if(Vore_CanLeave())\r
+ Vore_Regurgitate(self);\r
+ else if(time > self.complain_vore)\r
{\r
- centerprint(self.eater, strcat(self.netname, " triggered your digestion"));\r
- self.eater.digesting = TRUE;\r
+ play2(self, "misc/forbidden.wav");\r
+ sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
+ self.complain_vore = time + complain_delay_time;\r
}\r
}\r
\r
-.float gurglesound_finished, gurglesound_oldstomachload;\r
-void Vore_Gurglesound()\r
+void Vore_AutoTaunt()\r
{\r
- if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)\r
+ // triggers ambient vore taunts, for both pred and prey\r
+\r
+ float taunt_time;\r
+\r
+ // predator taunts\r
+ if(self.stomach_load && !Stomach_TeamMates_check(self))\r
{\r
- local float vol;\r
- vol = VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit");\r
+ if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+ {\r
+ taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+ SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
+ }\r
+ }\r
+ else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
+ {\r
+ // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
+ SetAutoTaunt(self, 0, 0);\r
+ }\r
\r
- precache_sound("player/gurgle.ogg");\r
- if(self.stomach_load)\r
- sound (self, CHAN_TRIGGER, "player/gurgle.ogg", vol, ATTN_NORM);\r
- else\r
- stopsound(self, CHAN_TRIGGER);\r
+ // prey taunts\r
+ if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
+ {\r
+ if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+ {\r
+ taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+ SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
+ }\r
+ }\r
+ else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
+ {\r
+ // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
+ SetAutoTaunt(self, 0, 0);\r
+ }\r
+}\r
\r
- self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
- self.gurglesound_oldstomachload = self.stomach_load;\r
+void Vore_SetSbarRings()\r
+{\r
+ // first clear the ring stats, then configure them if needed\r
+ self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
+ self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
+\r
+ if(self.stat_eaten)\r
+ {\r
+ if(time <= self.stomachkick_delay)\r
+ {\r
+ self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
+ 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
+ }\r
+ }\r
+ else\r
+ {\r
+ if(self.swallow_progress_pred)\r
+ {\r
+ self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
+ self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
+ }\r
+ else if(time <= self.action_delay)\r
+ {\r
+ self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
+ 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
+ }\r
+\r
+ if(self.swallow_progress_prey)\r
+ {\r
+ self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
+ self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
+ }\r
+ else if(time <= self.regurgitate_prepare)\r
+ {\r
+ self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
+ 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
+ }\r
}\r
}\r
\r
void Vore()\r
{\r
- // skip the vore system under some circumstances\r
- if(time < game_starttime)\r
+ // main vore code, this is where it all happens\r
+\r
+ if(!cvar("g_vore")) // the vore system is disabled\r
+ {\r
+ Vore_Disconnect();\r
+ return;\r
+ }\r
+\r
+ Vore_AutoTaunt();\r
+\r
+ // wash the goo away from players once they leave the stomach\r
+ if(!self.stat_eaten)\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+ if(self.colormod)\r
+ if(cvar("g_vore_regurgitatecolor_release_fade"))\r
+ {\r
+ self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+ if(self.colormod_x > 1)\r
+ self.colormod_x = 1;\r
+ self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+ if(self.colormod_y > 1)\r
+ self.colormod_y = 1;\r
+ self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+ if(self.colormod_z > 1)\r
+ self.colormod_z = 1;\r
+ }\r
+\r
+ // set all vore stats\r
+ Vore_SetSbarRings();\r
+ if(self.fakepredator.classname == "player")\r
+ self.stat_eaten = num_for_edict(self.fakepredator);\r
+ else if(self.predator.classname == "player")\r
+ {\r
+ self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
+ self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
+ self.stat_eaten = num_for_edict(self.predator);\r
+ }\r
+ else\r
+ {\r
+ self.stat_stomachload = self.stomach_load;\r
+ self.stat_digesting = self.digesting;\r
+ self.stat_eaten = 0;\r
+ }\r
+ self.stat_canleave = Vore_CanLeave();\r
+\r
+ // don't allow a player inside a player inside another player :)\r
+ // prevent this by checking if such has happened, and taking the proper measures\r
+ // this code has a high priority and must not be stopped by any delay, so run it here\r
+ if(self.predator.stat_eaten)\r
+ {\r
+ entity target_predator, target_predator_predator, oldself;\r
+ target_predator = self.predator;\r
+ target_predator_predator = self.predator.predator;\r
+\r
+ Vore_Regurgitate(self);\r
+\r
+ // now steal our prey's prey if this probability applies\r
+ if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
+ {\r
+ oldself = self;\r
+ self = target_predator_predator;\r
+ if(Swallow_condition_check(oldself))\r
+ if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
+ if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
+ Vore_Swallow(oldself);\r
+ self = oldself;\r
+ }\r
+ }\r
+\r
+ // the swallow progress of prey and preds idly decrease by this amount\r
+ if(cvar("g_balance_vore_swallow_speed_decrease"))\r
+ {\r
+ if(self.swallow_progress_pred)\r
+ {\r
+ self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_pred < 0)\r
+ self.swallow_progress_pred = 0;\r
+ }\r
+ if(self.swallow_progress_prey)\r
+ {\r
+ self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_prey < 0)\r
+ self.swallow_progress_prey = 0;\r
+ }\r
+ }\r
+\r
+ // apply delays and skip the vore system under some circumstances\r
+ if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
Vore_Disconnect();\r
return;\r
}\r
if(self.spectatee_status)\r
return;\r
+ if(time < self.system_delay)\r
+ return;\r
\r
// --------------------------------\r
// Code that addresses predators:\r
// --------------------------------\r
\r
entity prey;\r
- prey = Swallow_distance_check();\r
+ prey = Swallow_player_check();\r
\r
- // attempt to swallow our new prey if there's any in range\r
- if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+ // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
+ self.stat_canswallow = 0;\r
if(Swallow_condition_check(prey))\r
{\r
- prey.eater = self;\r
- Vore_Swallow(prey);\r
- self.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
-\r
- if(self.team == prey.team && teamplay)\r
- centerprint(self, "You have swallowed a team mate, use caution!");\r
+ // canswallow stat, used by the HUD\r
+ if(teams_matter && prey.team == self.team)\r
+ self.stat_canswallow = 2;\r
+ else\r
+ self.stat_canswallow = 1;\r
\r
- // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
- self.weapon_delay = time + 0.25;\r
+ if(self.BUTTON_ATCK)\r
+ Vore_SwallowStep(prey);\r
}\r
+ else if(prey != world)\r
+ self.stat_canswallow = -1;\r
\r
- // start / stop digestion on command, if the player has someone in their stomach\r
- if(self.BUTTON_DIGEST)\r
+ // toggle digestion, if the player has someone in their stomach\r
+ if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
{\r
if(self.stomach_load)\r
{\r
- if(time > self.digest_button_delay)\r
+ if(time > self.digest_button_delay_time)\r
{\r
self.digesting = !self.digesting;\r
- self.digest_button_delay = time + button_delay;\r
+ self.digest_button_delay_time = time + button_delay_time;\r
}\r
}\r
- else if(time > self.complain_swallow)\r
+ else if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/forbidden.wav");\r
sprint(self, "There is nothing to digest\n");\r
- self.complain_swallow = time + complain_delay;\r
+ self.complain_vore = time + complain_delay_time;\r
}\r
}\r
- if(!self.stomach_load)\r
+ if(!self.stomach_load || !cvar("g_vore_digestion"))\r
self.digesting = FALSE;\r
\r
- // release players from this player's stomach on command\r
- if(self.BUTTON_REGURGITATE)\r
+ // predator wishes to regurgitate his prey\r
+ if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
{\r
if(self.stomach_load)\r
{\r
- if(time > self.regurgitate_button_delay)\r
+ if(time > self.regurgitate_button_delay_time)\r
{\r
self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
- PlayerSound(self, playersound_regurgitate_prepare, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- self.regurgitate_button_delay = time + button_delay;\r
+ PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+ self.regurgitate_button_delay_time = time + button_delay_time;\r
}\r
}\r
- else if(time > self.complain_swallow)\r
+ else if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/forbidden.wav");\r
sprint(self, "There is nothing to regurgitate\n");\r
- self.complain_swallow = time + complain_delay;\r
+ self.complain_vore = time + complain_delay_time;\r
}\r
}\r
\r
- Vore_Gurglesound();\r
+ if(cvar("g_vore_gurglesound"))\r
+ Vore_GurgleSound();\r
\r
// --------------------------------\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
- if(self.eater.classname != "player")\r
+ Vore_SetPreyPositions();\r
+\r
+ // keepdeadprey - detach dead prey if their predator died or got swallowed\r
+ if(self.fakeprey)\r
+ if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
+ Vore_DeadPrey_Detach(self);\r
+\r
+ if(!self.stat_eaten)\r
return;\r
\r
- if(self.eater.deadflag || self.deadflag)\r
- Vore_Regurgitate(self);\r
- else if(self.eater.eater.classname == "player") // don't allow a player inside a player inside another player :)\r
+ if(self.deadflag != DEAD_NO)\r
+ {\r
+ Vore_PreyRelease(self, FALSE);\r
+ return;\r
+ }\r
+\r
+ if(self.predator.deadflag != DEAD_NO)\r
Vore_Regurgitate(self);\r
- else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
+ else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
Vore_Regurgitate(self);\r
\r
- // apply delayed regurgitating\r
- if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)\r
+ // apply delayed regurgitating if it was scheduled\r
+ if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\r
- self.eater.regurgitate_prepare = 0;\r
- self.eater.complain_swallow = time + complain_delay;\r
+ self.predator.regurgitate_prepare = 0;\r
+ self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
Vore_Regurgitate(self);\r
}\r
\r
- if(self.eater.digesting == TRUE)\r
+ // execute digesting and team healing\r
+ if(self.predator.digesting == TRUE)\r
Vore_Digest();\r
- if(teams_matter && self.team == self.eater.team)\r
+ if(teams_matter && self.team == self.predator.team)\r
+ if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
Vore_Teamheal();\r
\r
- Vore_StomachKick();\r
+ // execute prey commands\r
+ if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
+ Vore_StomachKick();\r
+ if(self.BUTTON_JUMP)\r
+ Vore_StomachLeave();\r
+\r
+ // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
+ // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
+ kh_Key_DropAll(self, FALSE);\r
}
\ No newline at end of file