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
Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
+ self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
\r
if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
Vore_Regurgitate(self);\r
{\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
- if(!self.taunt_soundtime)\r
- SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPRED);\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, FALSE, 0);\r
+ SetAutoTaunt(self, 0, 0);\r
}\r
\r
// prey taunts\r
if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
{\r
- if(!self.taunt_soundtime)\r
- SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPREY);\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, FALSE, 0);\r
+ SetAutoTaunt(self, 0, 0);\r
}\r
}\r
\r
prey = Swallow_player_check();\r
\r
// attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
- if(self.BUTTON_ATCK)\r
+ self.stat_canswallow = 0;\r
if(Swallow_condition_check(prey))\r
- Vore_Swallow(prey);\r
+ {\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
+ if(self.BUTTON_ATCK)\r
+ Vore_Swallow(prey);\r
+ }\r
\r
// toggle digestion, if the player has someone in their stomach\r
if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r