.float regurgitate_prepare;\r
.float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
+.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
\r
const float system_delay_time = 0.1;\r
const float complain_delay_time = 1;\r
if(prey != self)\r
if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+ if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
{\r
+ if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+ {\r
+ if(time > self.complain_vore)\r
+ {\r
+ play2(self, "misc/unavailable.wav");\r
+ sprint(self, "You cannot swallow your team mates\n");\r
+ self.complain_vore = time + complain_delay_time;\r
+ }\r
+ return FALSE;\r
+ }\r
+\r
if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
{\r
if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/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_vore = time + complain_delay_time;\r
}\r
{\r
if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/unavailable.wav");\r
sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
self.complain_vore = time + complain_delay_time;\r
}\r
{\r
if(self.predator.classname == "player")\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
else\r
self.cameraeffect_current = self.cameraeffect_target;\r
\r
- self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
+ self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
}\r
\r
.float gurgle_oldstomachload;\r
\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
- e.vore_oldview_ofs_z = e.view_ofs_z;\r
\r
e.predator = self;\r
setorigin(e, e.predator.origin);\r
\r
PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ e.predator.punchangle_x -= e.predator.cvar_cl_vore_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_Weight_apply(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.movetype = e.vore_oldmovetype;\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
- e.view_ofs_z = e.vore_oldview_ofs_z;\r
+ e.view_ofs_z = PL_VIEW_OFS_z;\r
e.alpha = default_player_alpha;\r
\r
// apply velocities\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, 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 += e.predator.cvar_cl_vore_punchangle;\r
e.predator.stomach_load -= 1;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
e.predator = world;\r
}\r
\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+ // ran when the fulldigest feature is enabled and prey stays inside the stomach after dying\r
+\r
+ if(e.fakepredator.classname == "player" || e.predator.classname != "player")\r
+ return;\r
+\r
+ // this entity is pretty much like e.predator but for dead prey, to avoid some conflicts\r
+ e.fakepredator = e.predator;\r
+\r
+ // first release the prey from the predator, as dead prey needs to be attached to predators differently\r
+ // the predator's stomach load is also decreased, as our dead prey doesn't count as actual prey any more\r
+ e.predator.stomach_load -= 1;\r
+ Vore_Weight_apply(e.predator);\r
+ e.predator = world;\r
+\r
+ // now, keep our dead prey inside the predator's stomach\r
+ e.movetype = MOVETYPE_FOLLOW;\r
+ e.takedamage = DAMAGE_NO;\r
+ e.solid = SOLID_NOT;\r
+ e.aiment = e.fakepredator;\r
+ // completely hide the dead body\r
+ e.alpha = -1;\r
+ setmodel(e, "");\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
+\r
+ e.fakepredator = world;\r
+ e.aiment = world;\r
+}\r
+\r
+void Vore_ChoosePreyRelease(entity e)\r
+{\r
+ // if the fulldigest feature is on, we don't spit a dead prey's carcass out\r
+ if(e.health <= 0 && cvar("g_vore_fulldigest"))\r
+ Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\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
// prey disconnects or goes spectating while inside someone's belly\r
if(self.predator.classname == "player")\r
- Vore_Regurgitate(self);\r
+ Vore_ChoosePreyRelease(self);\r
\r
// pred disconnects or goes spectating with players in their belly\r
else if(self.stomach_load > 0)\r
FOR_EACH_PLAYER(head)\r
{\r
if(head.predator == self)\r
- Vore_Regurgitate(head);\r
+ Vore_ChoosePreyRelease(head);\r
}\r
Vore_Gurglesound(); // stop the gurgling sound\r
}\r
+\r
+ self.stomach_load = self.gravity = 0; // prevents a bug\r
}\r
\r
.float digestion_step;\r
{\r
float damage;\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
- Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\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
\r
if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
Vore_Regurgitate(self);\r
else if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/unavailable.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
// 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
+ // wash the goo away from players once they leave the stomach\r
+ if(self.predator.classname != "player")\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 related stats\r
if(self.predator.classname == "player")\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 happened, and taking the proper measures\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.predator.classname == "player")\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
- entity target_predator, oldself;\r
- target_predator = self.predator.predator;\r
-\r
- if(random() < cvar("g_vore_stealprey"))\r
- if(Swallow_condition_check(self))\r
- if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey\r
+ if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
{\r
oldself = self;\r
- self = target_predator;\r
- Vore_Swallow(oldself);\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
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 && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+ if(self.BUTTON_ATCK)\r
if(Swallow_condition_check(prey))\r
Vore_Swallow(prey);\r
\r
// toggle digestion, if the player has someone in their stomach\r
- if(self.BUTTON_DIGEST)\r
+ if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
{\r
if(self.stomach_load)\r
{\r
}\r
else if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/unavailable.wav");\r
sprint(self, "There is nothing to digest\n");\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
// predator wishes to regurgitate his prey\r
}\r
else if(time > self.complain_vore)\r
{\r
- play2(self, "weapons/unavailable.wav");\r
+ play2(self, "misc/unavailable.wav");\r
sprint(self, "There is nothing to regurgitate\n");\r
self.complain_vore = time + complain_delay_time;\r
}\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ if(self.deadflag)\r
+ {\r
+ Vore_ChoosePreyRelease(self);\r
+\r
+ // if the predator's dead, we detach the dead prey from him\r
+ if(self.fakepredator.classname != "player" || self.fakepredator.deadflag != DEAD_NO)\r
+ Vore_DeadPrey_Detach(self);\r
+\r
+ return;\r
+ }\r
+\r
if(self.predator.classname != "player")\r
return;\r
\r
- if(self.deadflag || self.predator.deadflag)\r
+ if(self.predator.deadflag)\r
Vore_Regurgitate(self);\r
else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
Vore_Regurgitate(self);\r
if(self.predator.digesting == TRUE)\r
Vore_Digest();\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
// execute prey commands\r
- if(self.BUTTON_ATCK)\r
+ if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
Vore_StomachKick();\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r