// }}}\r
\r
// {{{ stomach\r
+set g_balance_vore_action_delay 1 "how many seconds must pass before you can swallow or regurgitate again, after swallowing or regurgitating another player"\r
+set g_balance_vore_load_pred_capacity 100 "capacity percent a player's stomach has, influenced by player size"\r
+set g_balance_vore_load_pred_weight 1 "you get this heavier the more you eat, at 1 a full belly makes you two times heavier"\r
+set g_balance_vore_load_pred_speed 1 "you get this slower the more you eat, at 1 a full belly makes you two times slower"\r
+set g_balance_vore_load_pred_speedcap 800 "when a predator is going faster than this (at full stomach capacity), their prey is squeezed out of them"\r
+set g_balance_vore_load_prey_mass 30 "prey mass, influenced by player size"\r
set g_balance_vore_swallow_range 140 "distance below which you can swallow another player when facing them"\r
-set g_balance_vore_swallow_limit 3 "how many players can fit in the stomach at a time, may range between 1 and 9"\r
set g_balance_vore_swallow_speed_fill 2.5 "how long it takes to swallow a player, 0 is instant"\r
set g_balance_vore_swallow_speed_fill_scalediff 0.5 "fill rate depends on predator size compared to prey size by this amount"\r
set g_balance_vore_swallow_speed_fill_stomachload 1 "fill rate is influenced by the prey's stomach load"\r
set g_balance_vore_swallow_dropweapon 0.6 "probability of dropping your weapon when swallowed. 0 = never and 1 = always, does not apply to team mates"\r
set g_balance_vore_swallow_punchangle 12 "your view gets tilted by this amount when swallowing someone"\r
set g_balance_vore_regurgitate_damage 5 "predators take this amount of damage whenever regurgitating someone (influenced by player scale difference)"\r
-set g_balance_vore_regurgitate_speedcap 3400 "when a predator is going faster than this, their prey is squeezed out of them, multiplied by stomach load"\r
set g_balance_vore_regurgitate_swallowprogress 0.5 "regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable (if slow swallowing is enabled)"\r
set g_balance_vore_regurgitate_force 600 "regurgitated players rocket out at this speed, in the direction the predator is facing"\r
set g_balance_vore_regurgitate_predatorforce 450 "players are pushed back by this amount when regurgitating someone, opposite of the direction they are facing"\r
set g_balance_vore_regurgitate_delay 0.5 "regurgitation delay"\r
set g_balance_vore_regurgitate_punchangle 12 "your view gets tilted by this amount when regurgitating someone"\r
-set g_balance_vore_action_delay 1 "how many seconds must pass before you can swallow or regurgitate again, after swallowing or regurgitating another player"\r
set g_balance_vore_digestion_damage 4 "amount of damage applied to victims during digestion"\r
set g_balance_vore_digestion_vampire 1 "amount of health you gain from digestion"\r
set g_balance_vore_digestion_vampire_stable 150 "maximum amount of health you can gain from digestion (best kept equal or less than g_balance_health_rotstable)"\r
set g_balance_vore_digestion_distribute 1 "if enabled, digestion is reduced by the amount of prey you have. eg: having 2 prey will reduce digestion strength by 2"\r
set g_balance_vore_digestion_scalediff 0.5 "if enabled, digestion damage is affected by the size of the predator compared to the size of the prey by this amount"\r
set g_balance_vore_teamheal 1 "when enabled, having a team mate in your stomach will keep healing them by this amount"\r
-set g_balance_vore_teamheal_stable 150 "maximum amount of health you can gain from a teamheal (best kept equal or less than g_balance_health_rotstable)"\r
-set g_balance_vore_weight_gravity 1 "you get this heavier the more you eat, at 1 each meal makes you two times heavier"\r
-set g_balance_vore_weight_speed 0.15 "you get this slower the more you eat, at 0.5 each meal makes you two times slower"\r
-set g_balance_vore_kick_damage 25 "amount of damage you can do during stomach kick"\r
+set g_balance_vore_teamheal_stable 150 "maximum amount of health you can gain from a teamheal (best kept equal or less than g_balance_health_rotstable)"
+set g_balance_vore_kick_damage 25 "amount of damage you can do during stomach kick"
set g_balance_vore_kick_delay 0.6 "how many seconds must pass before you can perform another stomach kick"\r
set g_balance_vore_kick_force 420 "predators are pushed by this amount when stomach kicked, in the direction their prey is facing"\r
set g_balance_vore_kick_repress 0 "require pressing the fire key each kick rather than holding it down"\r
g_weaponswitchdelay = ReadByte() / 255.0;\r
\r
g_vore = ReadShort();\r
- g_balance_vore_swallow_limit = ReadShort();\r
g_healthsize = ReadShort();\r
g_healthsize_min = ReadShort();\r
g_healthsize_max = ReadShort();\r
float g_weaponswitchdelay;\r
\r
float g_vore;\r
-float g_balance_vore_swallow_limit;\r
float g_healthsize, g_healthsize_min, g_healthsize_max;\r
float armor_max;\r
float teamheal_max;\r
drawstring(pos, final_num, vsize, rgb, alpha, dflags);\r
}\r
\r
-void Sbar_DrawXNum_Colored (vector pos, float x, float lettersize, float alpha)\r
+vector Sbar_NumColor (float x)\r
{\r
if(x > 200) {\r
color_x = 0;\r
color_y = 1;\r
color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1\r
}\r
- else if(x > 20) {\r
+ else if(x > 25) {\r
color_x = 1;\r
- color_y = (x-20)*90/27/100; // green value between 0 -> 1\r
- color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2\r
+ color_y = (x-25)*90/27/100; // green value between 0 -> 1\r
+ color_z = (x-25)*90/27/100 * 0.2; // blue value between 0 -> 0.2\r
}\r
else {\r
color_x = 1;\r
color_y = 0;\r
color_z = 0;\r
}\r
- Sbar_DrawXNum(pos, x, 3, 0, lettersize, color, alpha, DRAWFLAG_NORMAL);\r
+ return color;\r
}\r
\r
void Cmd_Sbar_SetFields(float argc);\r
drawpic(bottomleft - '0 256 0', "gfx/hud/bg_stomach_status", '256 256 0', StomachStatus_ColorFade(hl_color), cvar("sbar_stomachboard_status_alpha") * sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(bottomleft - '-80 173 0', hl_string, '11 11 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
- float stomach_load;\r
- stomach_load = getstati(STAT_VORE_LOAD); // shows the predator's stomach load when we are eaten, and ours otherwise\r
+ float stomach_load, stomach_maxload; // shows the predator's stomach load when we are eaten, and ours otherwise\r
+ stomach_load = getstati(STAT_VORE_LOAD);\r
+ stomach_maxload = getstati(STAT_VORE_MAXLOAD);\r
\r
vector status_pos;\r
- string status_text;\r
- status_text = strcat(ftos(bound(0, stomach_load, 9)), "/", ftos(bound(0, g_balance_vore_swallow_limit, 9)));\r
- status_pos = bottomleft - '-44 171 0';\r
- status_pos -= '1 0 0' * stringwidth(status_text, FALSE, '22 22 0') * 0.5;\r
- drawstring(status_pos, status_text, '22 22 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ string status_text, status_color;\r
+ float status_size;\r
+ status_color = rgb_to_hexcolor(Sbar_NumColor(stomach_maxload));\r
+ if(stomach_load)\r
+ {\r
+ status_text = strcat(ftos(stomach_load), "^8/", status_color, ftos(stomach_maxload), "%");\r
+ status_pos = bottomleft - '-44 168 0';\r
+ status_size = 16;\r
+ }\r
+ else if(g_healthsize) // no point in showing it otherwise\r
+ {\r
+ status_text = strcat(status_color, ftos(stomach_maxload), "%");\r
+ status_pos = bottomleft - '-44 170 0';\r
+ status_size = 20;\r
+ }\r
+ status_pos -= '1 0 0' * stringwidth(status_text, TRUE, '1 0 0' * status_size) * 0.5;\r
+ drawcolorcodedstring(status_pos, status_text, '1 1 0' * status_size, sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
if(getstati(STAT_VORE_DIGESTING)) // we are currently digesting\r
drawpic(bottomleft - '-35 149 0', "gfx/hud/sb_digestion", '16 16 0', '0 1 0', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
{\r
drawpic(armor_pos + '-8 -13.5 0', "gfx/hud/sb_armor", '16 16 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
armor_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '12 12 0') * 0.5;\r
- Sbar_DrawXNum_Colored(armor_pos, x, 12, sbar_alpha_fg);\r
+ Sbar_DrawXNum(armor_pos, x, 3, 0, 12, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
// health\r
x = health;\r
drawpic(health_pos + '-11 16 0', "gfx/hud/sb_health", '32 32 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
health_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '22 22 0') * 0.5;\r
- Sbar_DrawXNum_Colored(health_pos, x, 22, sbar_alpha_fg);\r
+ Sbar_DrawXNum(health_pos, x, 3, 0, 22, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
// ammo\r
pos_x = bottom_x + 140;\r
const float STAT_WEAPON_CLIPSIZE = 50;\r
const float STAT_LAST_PICKUP = 51;\r
const float STAT_VORE_LOAD = 52;\r
-const float STAT_VORE_DIGESTING = 53;\r
-const float STAT_VORE_EATEN = 54;\r
-const float STAT_VORE_CANLEAVE = 55;\r
-const float STAT_VORE_CANSWALLOW = 56;\r
-const float STAT_SBRING1_TYPE = 57;\r
-const float STAT_SBRING1_CLIP = 58;\r
-const float STAT_SBRING2_TYPE = 59;\r
-const float STAT_SBRING2_CLIP = 60;\r
+const float STAT_VORE_MAXLOAD = 53;\r
+const float STAT_VORE_DIGESTING = 54;\r
+const float STAT_VORE_EATEN = 55;\r
+const float STAT_VORE_CANLEAVE = 56;\r
+const float STAT_VORE_CANSWALLOW = 57;\r
+const float STAT_SBRING1_TYPE = 58;\r
+const float STAT_SBRING1_CLIP = 59;\r
+const float STAT_SBRING2_TYPE = 60;\r
+const float STAT_SBRING2_CLIP = 61;\r
+const float STAT_HUD = 62;\r
+const float HUD_NORMAL = 0;\r
const float CTF_STATE_ATTACK = 1;\r
const float CTF_STATE_DEFEND = 2;\r
const float CTF_STATE_COMMANDER = 3;\r
\r
-const float STAT_HUD = 61;\r
-const float HUD_NORMAL = 0;\r
-\r
// moved that here so the client knows the max.\r
// # of maps, I'll use arrays for them :P\r
#define MAPVOTE_COUNT 10\r
s = strcat(s, ", Reverse scoring");\r
if(cvar("g_balance_vore_digestion_damage") >= 1000)\r
s = strcat(s, ", Instant digestion");\r
- if(cvar("g_balance_vore_weight_gravity") < 0)\r
+ if(cvar("g_balance_vore_load_pred_weight") < 0)\r
s = strcat(s, ", Lighten");\r
if(s == "")\r
return "None";\r
setDependent(e, "g_vore_digestion", 1, 1);\r
me.TR(me);\r
me.TDempty(me, 0.2);\r
- me.TD(me, 1, 2, e = makeVoretCheckBoxEx(-0.25, 1, "g_balance_vore_weight_gravity", "Lighten")); // must contain default cvar value for off position\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(-0.25, 1, "g_balance_vore_load_pred_weight", "Lighten")); // must contain default cvar value for off position\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0'));\r
if(!cvar("g_vore_reversescoring")) // when reverse scoring is on, it's in the interest of the prey to get eaten, so the predator has nothing to fear
{
if(skill >= 3) // make bots aware of this from skill 3 and up
- fear *= 1 + self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
+ fear *= 1 + self.stomach_load / self.stomach_maxload; // the bigger our stomach, the less we want to put someone else in there
if(skill >= 5) // make bots aware of this from skill 5 and up
- fear *= 1 + prey.stomach_load; // predators fear prey that have a large stomach
+ fear *= 1 + prey.stomach_load / prey.stomach_maxload; // predators fear prey that have a large stomach
if(cvar("g_healthsize"))
fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
\r
float vore_state;\r
- if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
+ if(self.stomach_load > self.stomach_maxload * 0.6)\r
vore_state = 3;\r
- else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
+ else if(self.stomach_load > self.stomach_maxload * 0.3)\r
vore_state = 2;\r
else if(self.stomach_load)\r
vore_state = 1;\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
WriteShort(MSG_ENTITY, cvar("g_vore"));\r
- WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
self.stat_stomachload = spectatee.stat_stomachload;\r
+ self.stomach_maxload = spectatee.stomach_maxload;\r
self.stat_digesting = spectatee.stat_digesting;\r
self.stat_canleave = spectatee.stat_canleave;\r
self.stat_canswallow = spectatee.stat_canswallow;\r
if(speedclamp)\r
accelqw = -accelqw;\r
\r
- if(cvar("g_balance_vore_weight_gravity") > 0) // apply stomach weight\r
- wishspeed *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1);\r
+ if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight\r
+ wishspeed /= 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_speed");\r
if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
break;\r
case VOICETYPE_GURGLE:\r
if(self.stomach_load)\r
- sound(self, chan, sample, vol * self.stomach_load / g_balance_vore_swallow_limit, ATTN_NORM);\r
+ sound(self, chan, sample, bound(0, vol * (self.stomach_load / self.stomach_maxload), 1), ATTN_NORM);\r
else\r
stopsound(self, chan);\r
break;\r
\r
float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts, g_rpg;\r
float g_cloaked, g_footsteps, g_jump_grunt, g_midair, g_norecoil, g_vampire, g_bloodloss;\r
-float g_balance_vore_swallow_limit;\r
float g_warmup_limit;\r
float g_warmup_allguns;\r
float g_warmup_allow_timeout;\r
.entity fakepredator;\r
.float swallow_progress_prey, swallow_progress_pred;\r
.float digesting;\r
-.float stomach_load;\r
+.float stomach_load, stomach_maxload;\r
.float weapon_delay;\r
.float fakeprey;\r
-.float stat_eaten, stat_stomachload, stat_digesting, stat_canleave, stat_canswallow;\r
+.float stat_eaten, stat_stomachload, stat_stomachmaxload, stat_digesting, stat_canleave, stat_canswallow;\r
.float dropweapon_check;\r
\r
// Fields\r
addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);\r
addstat(STAT_WINNING, AS_FLOAT, winning);\r
addstat(STAT_VORE_LOAD, AS_INT, stat_stomachload);\r
+ addstat(STAT_VORE_MAXLOAD, AS_INT, stomach_maxload);\r
addstat(STAT_VORE_CANSWALLOW, AS_INT, stat_canswallow);\r
addstat(STAT_VORE_DIGESTING, AS_INT, stat_digesting);\r
addstat(STAT_VORE_EATEN, AS_INT, stat_eaten);\r
g_norecoil = cvar("g_norecoil");\r
g_vampire = cvar("g_vampire");\r
g_bloodloss = cvar("g_bloodloss");\r
- g_balance_vore_swallow_limit = bound(1, cvar("g_balance_vore_swallow_limit"), 9); // may only range between 1 and 9\r
sv_maxidle = cvar("sv_maxidle");\r
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");\r
sv_pogostick = cvar("sv_pogostick");\r
modifications = strcat(modifications, ", Reverse scoring");\r
if(cvar("g_balance_vore_digestion_damage") >= 1000)\r
modifications = strcat(modifications, ", Instant digestion");\r
- if(cvar("g_balance_vore_weight_gravity") < 0)\r
+ if(cvar("g_balance_vore_load_pred_weight") < 0)\r
modifications = strcat(modifications, ", Lighten");\r
modifications = substring(modifications, 2, strlen(modifications) - 2);\r
\r
.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
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
}\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
+ origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_z = PL_PREY_VIEW_OFS_z;\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
+ head.view_ofs = origin_apply;\r
+ head.view_ofs_z *= pred.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
+ prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
head.view_ofs_z += prey_height;\r
-\r
- position_counter += 1;\r
}\r
}\r
}\r
}\r
}\r
\r
-void Vore_WeightApply(entity e)\r
+void Vore_StomachLoad_Apply()\r
{\r
- // apply stomach weight that makes you heavier the more you eat\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
\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
+ entity e;\r
+ float prey_mass;\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 = floor(self.stomach_maxload);\r
+\r
+ self.stomach_load = 0; // start from zero\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
+ self.stomach_load += floor(prey_mass);\r
+ }\r
+ }\r
+\r
+ // apply weight\r
+ self.gravity = 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
void Vore_AutoDigest(entity e)\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
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
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
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
// this entity is like e.predator but for dead prey, to avoid conflicts\r
e.fakepredator = e.predator;\r
e.fakeprey = TRUE;\r
+ Vore_SetPreyPositions(e.predator);\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
\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 vore_offset;\r
+ vore_offset = 1;\r
+ if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+ vore_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
+ vore_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
+ vore_offset = ceil(vore_offset);\r
\r
float damage;\r
- damage = cvar("g_balance_vore_digestion_damage") / reduce;\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
+ damage = cvar("g_balance_vore_digestion_damage") / vore_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
+ self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
\r
if (self.predator.digestsound_finished < time)\r
{\r
else 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
}\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
// 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) // we're dead, do what we must\r
{\r
Vore_PreyRelease(self, FALSE);\r
return;\r
}\r
\r
- if(self.predator.deadflag != DEAD_NO)\r
+ if(self.fakeprey) // detach dead prey if their predator died or got eaten\r
+ if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
+ Vore_DeadPrey_Detach(self);\r
+ if(self.predator.deadflag != DEAD_NO) // do we want to be in a dead furry x_x\r
+ {\r
+ Vore_Regurgitate(self);\r
+ return;\r
+ }\r
+ if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
+ {\r
Vore_Regurgitate(self);\r
- else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
+ return;\r
+ }\r
+ if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.predator.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
+ {\r
+dprint(strcat(ftos(cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload)), " --------\n"));\r
Vore_Regurgitate(self);\r
+ return;\r
+ }\r
\r
// apply delayed regurgitating if it was scheduled\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r