-.float regurgitate_prepare;\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
+.float vore_oldmovetype, vore_oldsolid;\r
\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
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") / (1 + self.stomach_load))\r
{\r
+ float prey_mass;\r
+ prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+ if(cvar("g_healthsize"))\r
+ prey_mass *= prey.scale;\r
+\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(self.stomach_load + prey_mass > self.stomach_maxload)\r
+ swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\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
return FALSE;\r
}\r
\r
+float Stomach_HasLivePrey(entity pred)\r
+{\r
+ entity head;\r
+ FOR_EACH_PLAYER(head)\r
+ {\r
+ if(head.predator == pred)\r
+ if(head.deadflag == DEAD_NO)\r
+ return TRUE;\r
+ }\r
+ return FALSE;\r
+}\r
+\r
float Vore_CanLeave()\r
{\r
if(self.stat_eaten)\r
}\r
\r
// position the camera properly for prey\r
-void Vore_SetPreyPositions()\r
+void Vore_SetPreyPositions(entity pred)\r
{\r
- // self is the predator and head is the prey\r
+ // pred 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
// 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
+ // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.predator == self)\r
+ if(head.predator == pred)\r
{\r
- switch(position_counter)\r
- {\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
-\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
+ head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
}\r
}\r
}\r
.float gurgle_oldstomachload;\r
void Vore_GurgleSound()\r
{\r
- if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
+ if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))\r
{\r
- GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+ GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE);\r
+\r
+ // yes, hard coded sound length. I know it's bad but what can I do?\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
+ self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale\r
+ else\r
+ self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\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 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.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
+ if(g_rpg)\r
+ return; // RPG is choice based, so don't do things automatically there\r
+ if(e.stomach_load)\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(clienttype(e) != CLIENTTYPE_REAL)\r
+ return; // this feature is only for players, not bots\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_StomachLoad_Apply()\r
+{\r
+ // apply stomach weight that makes you heavier and larger the more you eat\r
+ // slowing the player is done in cl_physics.qc\r
+ if(self.classname != "player")\r
+ return;\r
+\r
+ entity e;\r
+ float prey_mass, final_load;\r
+\r
+ // apply the stomach capacity of the predator\r
+ self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
+ if(cvar("g_healthsize"))\r
+ self.stomach_maxload *= self.scale;\r
+ self.stomach_maxload = ceil(self.stomach_maxload);\r
+\r
+ FOR_EACH_PLAYER(e)\r
+ {\r
+ if(e.predator == self)\r
+ {\r
+ prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+ if(cvar("g_healthsize"))\r
+ prey_mass *= e.scale;\r
+ final_load += ceil(prey_mass);\r
+ if(self.cvar_cl_vore_autodigest > 1)\r
+ Vore_AutoDigest(self);\r
+ }\r
+ }\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ if(e.predator == self)\r
+ {\r
+ final_load += ceil(e.dmg);\r
+ if(self.cvar_cl_vore_autodigest > 0)\r
+ Vore_AutoDigest(self);\r
+ }\r
+ }\r
+ self.stomach_load = final_load;\r
+\r
+ // apply weight\r
+ self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+ if(!self.gravity && self.stomach_load)\r
+ self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
+}\r
+\r
.entity swallow_model;\r
float Vore_SwallowModel_CustomizeEntityForClient()\r
{\r
// use the same system as the weapon model\r
+\r
self.viewmodelforclient = self.owner;\r
+ self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
+\r
if(other.classname == "spectator")\r
- if(other.enemy == self.owner)\r
- self.viewmodelforclient = other;\r
+ if(other.enemy == self.owner)\r
+ {\r
+ self.viewmodelforclient = other;\r
+ self.alpha = other.cvar_cl_vore_swallowmodel;\r
+ }\r
+\r
return TRUE;\r
}\r
\r
}\r
\r
// properties that should update whenever possible, but when the predator is not available\r
- self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
self.nextthink = time;\r
}\r
\r
\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
+ e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
\r
e.predator = self;\r
setorigin(e, e.predator.origin);\r
e.solid = SOLID_NOT;\r
e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
\r
+ float scalediff;\r
+ scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\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.predator);\r
\r
- if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
- e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
+ e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
\r
if(teams_matter && e.team == e.predator.team)\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.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
- Vore_WeightApply(e.predator);\r
- Vore_AutoDigest(e.predator);\r
+ Vore_SetPreyPositions(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
return;\r
}\r
\r
+ // when the predator starts swallowing, play his grab sound\r
+ if(!self.swallow_progress_pred)\r
+ PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+\r
Vore_SwallowModel_Update(e, self);\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\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
+ fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
+\r
+ // skill-based speed offset for bots\r
+ if(skill && cvar("skill_offset"))\r
+ {\r
+ float ofs;\r
+ ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset"));\r
+ if(clienttype(self) == CLIENTTYPE_BOT)\r
+ fill *= ofs;\r
+ if(clienttype(e) == CLIENTTYPE_BOT)\r
+ fill /= ofs;\r
+ }\r
\r
e.swallow_progress_prey += fill;\r
}\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
e.view_ofs_z = PL_VIEW_OFS_z;\r
+ e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
+\r
+ // if the prey has been fully digested, silently detach them\r
+ if(cvar("g_balance_vore_regurgitate_death_silent"))\r
+ if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
+ {\r
+ e.predator = world;\r
+ e.modelindex = 0; // hide the dead body\r
+ return;\r
+ }\r
+\r
+ float scalediff;\r
+ scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
\r
// apply velocities\r
- local vector oldforward, oldright, oldup;\r
- oldforward = v_forward;\r
- oldright = v_right;\r
- oldup = v_up;\r
makevectors(e.predator.v_angle);\r
- e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\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
+ e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\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
+ // if the dead body of the prey is below gibbing health, gib it\r
+ e.stat_eaten = 0; // necessary for gibs to show\r
+ PlayerGib(e, e.predator);\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") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
{\r
regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
if(cvar("g_healthsize"))\r
regurgitate_dmg *= e.scale / e.predator.scale;\r
- Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
+ Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
}\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("vore_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
+ pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
- Vore_WeightApply(e.predator);\r
+ Vore_SetPreyPositions(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.predator = world;\r
}\r
\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
- // 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
- 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
- // 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
+void Vore_Disconnect(float consumables)\r
{\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
+ entity e;\r
\r
// prey disconnects or goes spectating while inside someone's belly\r
if(self.stat_eaten)\r
- Vore_PreyRelease(self, TRUE);\r
+ Vore_Regurgitate(self);\r
\r
// pred disconnects or goes spectating with players in their belly\r
entity head;\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.predator == self || head.fakepredator == self)\r
- Vore_PreyRelease(head, TRUE);\r
+ if(head.predator == self)\r
+ Vore_Regurgitate(head);\r
+ }\r
+ // remove consumable items when we disconnect\r
+ if(consumables)\r
+ {\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
}\r
- Vore_GurgleSound(); // stop the gurgling sound\r
\r
self.stomach_load = self.gravity = 0; // prevents a bug\r
+ Vore_GurgleSound(); // stop the gurgling sound\r
}\r
\r
.float digestion_step;\r
{\r
// apply digestion to prey\r
\r
+ if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
+ {\r
+ self.predator.digesting = FALSE;\r
+ return;\r
+ }\r
+ if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
+ return;\r
+\r
if(time > self.digestion_step)\r
{\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
+ // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
+ float damage, damage_offset;\r
\r
- float damage;\r
- damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
+ damage_offset = 1;\r
+ if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+ damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
+ damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
\r
- // apply player scale to digestion damage\r
- if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
- damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
+ if(self.deadflag != DEAD_NO)\r
+ damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
+ else\r
+ damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\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
- PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
- self.predator.digestsound_finished = time + 0.5;\r
+ self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
+ self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
}\r
- self.digestion_step = time + steptime;\r
+\r
+ self.digestion_step = time + vore_steptime;\r
}\r
\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
+ if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
+ self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
}\r
\r
.float teamheal_step;\r
{\r
// apply teamheal\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
if(time > self.teamheal_step)\r
{\r
self.health += cvar("g_balance_vore_teamheal");\r
- self.teamheal_step = time + steptime;\r
+ self.teamheal_step = time + vore_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
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
+ float scalediff;\r
+ scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+\r
if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
- float damage, vol;\r
+ float damage, vol, pitch;\r
vector force;\r
damage = cvar("g_balance_vore_kick_damage");\r
force = v_forward * cvar("g_balance_vore_kick_force");\r
vol = VOL_BASE;\r
\r
+ // modified sound pitch, based on player scale\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
+ pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));\r
+\r
// apply player scale to the damage / force of the kick\r
if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
{\r
- damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
- force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
- vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
+ damage *= scalediff;\r
+ force *= scalediff;\r
+ vol *= scalediff; // kick sound volume based on the same scale\r
}\r
vol = bound(0, vol, 1);\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, 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
+ sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);\r
+ self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
+ self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
+ self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
\r
// abort the predator's scheduled regurgitation\r
if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
{\r
// allows players to get out of their predator at will in some circumstances, such as team mates\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
if(Vore_CanLeave())\r
Vore_Regurgitate(self);\r
else if(time > self.complain_vore)\r
float taunt_time;\r
\r
// predator taunts\r
- if(self.stomach_load && !Stomach_TeamMates_check(self))\r
+ if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
{\r
if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
{\r
}\r
\r
// prey taunts\r
- if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
+ if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
{\r
if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
{\r
}\r
}\r
\r
+.float regurgitatecolor_particles_tick;\r
void Vore()\r
{\r
// main vore code, this is where it all happens\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.modelindex) // not if we're a gibbed dead body or not visible any more\r
if(self.colormod)\r
- if(cvar("g_vore_regurgitatecolor_release_fade"))\r
+ if(self.colormod != '1 1 1')\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
+ // slowly wash stomach fluids off players once they're out of the stomach\r
+ if(cvar("g_vore_regurgitatecolor_fade"))\r
+ if(self.deadflag == DEAD_NO) // not for dead bodies\r
+ {\r
+ float goo_fade;\r
+ goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
+ goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
+\r
+ self.colormod_x += goo_fade;\r
+ if(self.colormod_x > 1)\r
+ self.colormod_x = 1;\r
+ self.colormod_y += goo_fade;\r
+ if(self.colormod_y > 1)\r
+ self.colormod_y = 1;\r
+ self.colormod_z += goo_fade;\r
+ if(self.colormod_z > 1)\r
+ self.colormod_z = 1;\r
+ }\r
+\r
+ // constant particles falling off dirty players\r
+ if(cvar("g_vore_regurgitatecolor_particles"))\r
+ if(self.regurgitatecolor_particles_tick < time)\r
+ {\r
+ pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', floor((cvar("g_healthsize") ? self.scale : 1) * PARTICLE_MULTIPLIER));\r
+ self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
+ }\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
+ if(self.predator.classname == "player")\r
{\r
self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
+ self.stat_stomachmaxload = self.predator.stomach_maxload; // 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_stomachmaxload = self.stomach_maxload;\r
self.stat_digesting = self.digesting;\r
self.stat_eaten = 0;\r
}\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
}\r
}\r
\r
+ // set the predator's stomach load and capacity\r
+ Vore_StomachLoad_Apply();\r
+\r
// apply delays and skip the vore system under some circumstances\r
if(!cvar("g_vore")) // the vore system is disabled\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(TRUE);\r
return;\r
}\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(FALSE);\r
return;\r
}\r
if(self.spectatee_status)\r
\r
// predator wishes to regurgitate his prey\r
if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
+ if(!self.regurgitate_prepare)\r
{\r
if(self.stomach_load)\r
{\r
}\r
}\r
\r
+ if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
+ {\r
+ self.regurgitate_prepare = -1;\r
+ return;\r
+ }\r
+ if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
+ if(vlen(self.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_load / self.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
+ {\r
+ self.regurgitate_prepare = -1;\r
+ return;\r
+ }\r
+\r
+ if (self.digesting && self.digestsound_finished < time)\r
+ {\r
+ PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+ self.digestsound_finished = time + 0.5;\r
+ }\r
if(cvar("g_vore_gurglesound"))\r
Vore_GurgleSound();\r
\r
// Code that addresses the prey:\r
// --------------------------------\r
\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.deadflag != DEAD_NO)\r
+ if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
+ self.health = cvar("g_balance_vore_digestion_limit");\r
+\r
+ // automatically regurgitate prey that has reached their digestion limit\r
+ if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
+ if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
{\r
- Vore_PreyRelease(self, FALSE);\r
+ Vore_Regurgitate(self);\r
return;\r
}\r
\r
+ // do we stick around inside dead furries? x_x\r
if(self.predator.deadflag != DEAD_NO)\r
- Vore_Regurgitate(self);\r
- else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
- Vore_Regurgitate(self);\r
+ {\r
+ if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
+ {\r
+ Vore_Regurgitate(self);\r
+ return;\r
+ }\r
+ if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
+ self.predator.regurgitate_prepare = 0;\r
+ }\r
\r
// apply delayed regurgitating if it was scheduled\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\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
+ self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
}\r
\r
// execute digesting and team healing\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
+\r
+ // always position camera at the center of the stomach, to reduce probability of the view poking out\r
+ self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
}
\ No newline at end of file