1 .float regurgitate_prepare;
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2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
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3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
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6 const float system_delay_time = 0.1;
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7 const float complain_delay_time = 1;
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8 const float button_delay_time = 0.5;
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9 const float steptime = 0.1;
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11 entity Swallow_player_check()
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13 // check if we can swallow a player instead of firing our weapon
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15 float swallow_range;
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16 vector vore_w_shotorg, vore_w_shotdir;
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18 swallow_range = cvar("g_balance_vore_swallow_range");
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19 if(self.scale) // we can swallow from further or closer based on our size
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20 swallow_range *= self.scale;
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21 vore_w_shotorg = self.origin;
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22 vore_w_shotdir = v_forward;
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24 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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25 if(trace_fraction < 1)
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26 if(trace_ent.classname == "player")
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31 float Swallow_condition_check(entity prey)
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33 // checks the necessary conditions for swallowing a player
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36 if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach
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37 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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38 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
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39 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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41 string swallow_complain;
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42 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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43 swallow_complain = "You cannot swallow your team mates\n";
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44 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
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45 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
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46 else if(self.stomach_load >= g_balance_vore_swallow_limit)
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47 swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");
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48 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
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49 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
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50 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
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51 swallow_complain = "You cannot swallow someone larger than you\n";
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53 if(swallow_complain != "")
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55 if(time > self.complain_vore && self.BUTTON_ATCK)
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57 play2(self, "misc/forbidden.wav");
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58 sprint(self, swallow_complain);
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59 self.complain_vore = time + complain_delay_time;
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68 float Stomach_TeamMates_check(entity pred)
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70 // checks if a player's stomach contains any team mates
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75 FOR_EACH_PLAYER(head)
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77 if(head.predator == pred && head.team == pred.team)
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84 float Vore_CanLeave()
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88 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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90 if(teams_matter && self.team == self.predator.team)
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92 if(g_rpg && cvar("g_rpg_canleave"))
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98 // position the camera properly for prey
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99 void Vore_SetPreyPositions()
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101 // self is the predator and head is the prey
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104 local vector origin_apply;
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105 local float position_counter;
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107 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
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108 // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.
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109 // For each player, the origin is updated, then a new origin is used for the next player.
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110 // This requires that no more than 9 players may be in the stomach at a time!
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111 FOR_EACH_PLAYER(head)
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113 if(head.predator == self)
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115 switch(position_counter)
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118 origin_apply = '0 0 0'; // first occupant sits in the middle
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121 origin_apply = '1 0 0'; // second occupant sits in the front
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124 origin_apply = '-1 0 0'; // third occupant sits in the back
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127 origin_apply = '0 1 0'; // fourth occupant sits in the right
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130 origin_apply = '0 -1 0'; // fifth occupant sits in the left
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133 origin_apply = '1 1 0'; // sixth occupant sits in the front-right
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136 origin_apply = '-1 1 0'; // seventh occupant sits in the back-right
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139 origin_apply = '1 -1 0'; // eigth occupant sits in the front-left
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142 origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left
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148 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
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149 head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");
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150 head.view_ofs_z *= self.scale; // stomach center depends on predator scale
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152 // change prey height based on scale
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154 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");
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155 head.view_ofs_z += prey_height;
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157 position_counter += 1;
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162 .float gurgle_oldstomachload;
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163 void Vore_GurgleSound()
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165 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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167 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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169 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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170 self.gurgle_oldstomachload = self.stomach_load;
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174 void Vore_WeightApply(entity e)
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176 // apply stomach weight that makes you heavier the more you eat
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177 // slowing the player is done in cl_physics.qc
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179 if(e.stomach_load != e.vore_oldstomachload)
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180 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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182 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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183 e.vore_oldstomachload = e.stomach_load;
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186 void Vore_AutoDigest(entity e)
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188 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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190 if(!cvar("g_vore_digestion") || e.digesting)
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192 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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193 return; // this feature is only for players, not bots
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194 if(e.stomach_load > 1)
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195 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
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196 if(Stomach_TeamMates_check(e))
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197 return; // never begin automatic digestion if we've swallowed a team mate
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199 e.digesting = TRUE;
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202 void Vore_SwallowModel_Think()
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204 //update the necessary angles to match our view
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205 self.angles_x = self.owner.angles_x;
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206 self.view_ofs = self.owner.view_ofs;
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207 self.alpha = self.owner.cvar_cl_vore_stomachmodel;
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209 // if our swallow progress is gone, the swallow model must also go
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210 /*if(!self.owner.swallow_progress_prey)
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212 self.nextthink = 0;
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218 self.nextthink = time;
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221 .entity swallow_model;
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222 void Vore_SwallowModel_Update(entity prey)
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224 // if we don't have a swallow model already, spawn one
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225 if(!prey.swallow_model)
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227 prey.swallow_model = spawn();
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229 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
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230 prey.swallow_model.solid = SOLID_NOT;
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232 prey.swallow_model.skin = self.skin;
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233 prey.swallow_model.scale = self.scale;
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235 // apply the properties of the prey
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236 prey.swallow_model.aiment = prey;
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238 prey.swallow_model.owner = prey; // owned by the prey
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239 prey.swallow_model.enemy = self; // enemy is the predator
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240 prey.swallow_model.think = Vore_SwallowModel_Think;
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241 prey.swallow_model.nextthink = time;
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244 // if the model or skin of the prey's swallow model don't match those of our current predator, change them
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245 string swallow_mdl;
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246 swallow_mdl = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
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247 if(prey.swallow_model.model != swallow_mdl)
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248 setmodel(prey.swallow_model, swallow_mdl);
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249 if(prey.swallow_model.skin != self.skin)
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250 prey.swallow_model.skin = self.skin;
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255 void Vore_Swallow(entity e)
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257 // this player is being swallowed by another player, apply the proper changes
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259 e.vore_oldmovetype = e.movetype;
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260 e.vore_oldsolid = e.solid;
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263 setorigin(e, e.predator.origin);
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264 e.velocity = '0 0 0';
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265 e.movetype = MOVETYPE_FOLLOW;
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266 e.solid = SOLID_NOT;
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267 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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269 // drop keys (KH) and flags (CTF) when we get swallowed
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270 kh_Key_DropAll(e, FALSE);
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272 DropFlag(e.flagcarried, world, e.predator);
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274 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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275 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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277 if(teams_matter && e.team == e.predator.team)
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279 if(cvar("g_vore_kick"))
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280 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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281 if(cvar("g_vore_digestion"))
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282 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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285 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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286 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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287 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
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288 e.predator.stomach_load += 1;
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289 e.predator.regurgitate_prepare = 0;
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290 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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291 Vore_WeightApply(e.predator);
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292 Vore_AutoDigest(e.predator);
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294 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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295 e.predator.weapon_delay = time + button_delay_time;
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296 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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297 e.system_delay = e.predator.system_delay = time + system_delay_time;
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298 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
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301 void Vore_SwallowStep(entity e)
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303 if(!cvar("g_balance_vore_swallow_speed_fill"))
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309 Vore_SwallowModel_Update(e);
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311 // increase the progress value until it reaches 1, then swallow the player
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312 if(e.swallow_progress_prey < 1)
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315 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
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316 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
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317 fill *= (self.scale / e.scale);
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318 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
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319 fill /= e.stomach_load;
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321 e.swallow_progress_prey += fill;
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326 e.swallow_progress_prey = 0;
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329 // the predator's progress is how much the prey got swallowed
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330 self.swallow_progress_pred = e.swallow_progress_prey;
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333 void Vore_Regurgitate(entity e)
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335 // this player is being regurgitated by their predator, apply the proper changes
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337 e.movetype = e.vore_oldmovetype;
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338 if(e.health > 0) // leave SOLID_NOT for dead bodies
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339 e.solid = e.vore_oldsolid;
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340 e.view_ofs_z = PL_VIEW_OFS_z;
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342 // apply velocities
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343 local vector oldforward, oldright, oldup;
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344 oldforward = v_forward;
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345 oldright = v_right;
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347 makevectors(e.predator.v_angle);
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348 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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349 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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350 v_forward = oldforward;
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351 v_right = oldright;
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354 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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355 e.pushltime = time + cvar("g_maxpushtime");
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357 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
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358 if(cvar("g_balance_vore_swallow_speed_fill"))
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359 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
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361 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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362 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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363 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
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364 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
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365 e.predator.stomach_load -= 1;
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366 e.predator.regurgitate_prepare = 0;
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367 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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368 Vore_WeightApply(e.predator);
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370 // block firing for a small amount of time, or we'll be firing the next frame
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371 e.weapon_delay = time + button_delay_time;
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372 e.system_delay = e.predator.system_delay = time + system_delay_time;
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373 e.predator = world;
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376 void Vore_DeadPrey_Configure(entity e)
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378 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
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380 if(e.fakeprey || !e.stat_eaten) // we already configured everything
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383 // this entity is like e.predator but for dead prey, to avoid conflicts
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384 e.fakepredator = e.predator;
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387 // first release the prey from the predator, as dead prey needs to be attached differently
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388 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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389 e.predator.stomach_load -= 1;
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390 Vore_WeightApply(e.predator);
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391 e.predator = world;
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393 // now put our dead prey inside the predator's stomach, but only as an effect
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394 e.movetype = MOVETYPE_FOLLOW;
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395 e.takedamage = DAMAGE_NO;
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396 e.solid = SOLID_NOT;
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397 e.aiment = e.fakepredator;
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400 void Vore_DeadPrey_Detach(entity e)
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402 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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403 // should only execute after Vore_DeadPrey_Configure has ran first
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405 if not(cvar("g_vore_keepdeadprey"))
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408 e.fakepredator = world;
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409 e.fakeprey = TRUE; // keep fakeprey status
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412 e.movetype = MOVETYPE_TOSS;
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415 void Vore_PreyRelease(entity e, float pred_disconnect)
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417 if(pred_disconnect)
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420 Vore_DeadPrey_Detach(e);
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422 Vore_Regurgitate(e);
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424 else if(self.stat_eaten && !self.fakeprey)
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426 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
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427 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
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428 Vore_DeadPrey_Configure(e);
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430 Vore_Regurgitate(e);
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434 void Vore_Disconnect()
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436 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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438 // prey disconnects or goes spectating while inside someone's belly
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439 if(self.stat_eaten)
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440 Vore_PreyRelease(self, TRUE);
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442 // pred disconnects or goes spectating with players in their belly
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444 FOR_EACH_PLAYER(head)
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446 if(head.predator == self || head.fakepredator == self)
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447 Vore_PreyRelease(head, TRUE);
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449 Vore_GurgleSound(); // stop the gurgling sound
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451 self.stomach_load = self.gravity = 0; // prevents a bug
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454 .float digestion_step;
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457 // apply digestion to prey
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459 if(time > self.digestion_step)
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461 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach
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463 if(cvar("g_balance_vore_digestion_distribute"))
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464 reduce = self.predator.stomach_load;
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469 damage = cvar("g_balance_vore_digestion_damage") / reduce;
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471 // apply player scale to digestion damage
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472 if(cvar("g_balance_vore_digestion_scalediff"))
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473 damage *= (self.predator.scale / self.scale);
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475 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
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476 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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477 self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;
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479 if (self.predator.digestsound_finished < time)
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481 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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482 self.predator.digestsound_finished = time + 0.5;
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484 self.digestion_step = time + steptime;
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487 if(self.deadflag != DEAD_NO)
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488 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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489 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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492 .float teamheal_step;
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493 void Vore_Teamheal()
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497 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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498 if(time > self.teamheal_step)
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500 self.health += cvar("g_balance_vore_teamheal");
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501 self.teamheal_step = time + steptime;
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503 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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504 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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506 play2(self, "misc/beep.wav");
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507 play2(self.predator, "misc/beep.wav");
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512 void Vore_StomachKick()
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514 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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516 if(time > self.stomachkick_delay)
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520 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));
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521 force = v_forward * cvar("g_balance_vore_kick_force");
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523 // apply player scale to the damage / force of the kick
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524 if(cvar("g_balance_vore_kick_scalediff"))
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526 damage *= (self.scale / self.predator.scale);
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527 force *= (self.scale / self.predator.scale);
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530 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
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531 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);
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532 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
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533 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
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535 // abort the predator's scheduled regurgitation
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536 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
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537 self.predator.regurgitate_prepare = 0;
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539 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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543 void Vore_StomachLeave()
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545 // allows players to get out of their predator at will in some circumstances, such as team mates
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547 if(Vore_CanLeave())
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548 Vore_Regurgitate(self);
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549 else if(time > self.complain_vore)
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551 play2(self, "misc/forbidden.wav");
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552 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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553 self.complain_vore = time + complain_delay_time;
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557 void Vore_AutoTaunt()
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559 // triggers ambient vore taunts, for both pred and prey
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564 if(self.stomach_load && !Stomach_TeamMates_check(self))
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566 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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568 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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569 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
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572 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
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574 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
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575 SetAutoTaunt(self, 0, 0);
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579 if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))
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581 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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583 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
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584 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
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587 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
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589 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
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590 SetAutoTaunt(self, 0, 0);
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594 void Vore_SetSbarRings()
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596 // first clear the ring stats, then configure them if needed
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597 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
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598 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
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600 if(self.stat_eaten)
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602 if(time <= self.stomachkick_delay)
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604 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
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605 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);
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610 if(self.swallow_progress_pred)
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612 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
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613 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
615 else if(time <= self.action_delay)
\r
617 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
618 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
621 if(self.swallow_progress_prey)
\r
623 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
624 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
626 else if(time <= self.regurgitate_prepare)
\r
628 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
629 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
636 // main vore code, this is where it all happens
\r
638 if(!cvar("g_vore")) // the vore system is disabled
\r
646 // wash the goo away from players once they leave the stomach
\r
647 if(!self.stat_eaten)
\r
648 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
650 if(cvar("g_vore_regurgitatecolor_release_fade"))
\r
652 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
653 if(self.colormod_x > 1)
\r
654 self.colormod_x = 1;
\r
655 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
656 if(self.colormod_y > 1)
\r
657 self.colormod_y = 1;
\r
658 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
659 if(self.colormod_z > 1)
\r
660 self.colormod_z = 1;
\r
663 // set all vore stats
\r
664 Vore_SetSbarRings();
\r
665 if(self.fakepredator.classname == "player")
\r
666 self.stat_eaten = num_for_edict(self.fakepredator);
\r
667 else if(self.predator.classname == "player")
\r
669 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
670 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
671 self.stat_eaten = num_for_edict(self.predator);
\r
675 self.stat_stomachload = self.stomach_load;
\r
676 self.stat_digesting = self.digesting;
\r
677 self.stat_eaten = 0;
\r
679 self.stat_canleave = Vore_CanLeave();
\r
681 // don't allow a player inside a player inside another player :)
\r
682 // prevent this by checking if such has happened, and taking the proper measures
\r
683 // this code has a high priority and must not be stopped by any delay, so run it here
\r
684 if(self.predator.stat_eaten)
\r
686 entity target_predator, target_predator_predator, oldself;
\r
687 target_predator = self.predator;
\r
688 target_predator_predator = self.predator.predator;
\r
690 Vore_Regurgitate(self);
\r
692 // now steal our prey's prey if this probability applies
\r
693 if(random() < cvar("g_balance_vore_swallow_stealprey"))
\r
696 self = target_predator_predator;
\r
697 if(Swallow_condition_check(oldself))
\r
698 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
699 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
700 Vore_Swallow(oldself);
\r
705 // the swallow progress of prey and preds idly decrease by this amount
\r
706 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
708 if(self.swallow_progress_pred)
\r
710 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
711 if(self.swallow_progress_pred < 0)
\r
712 self.swallow_progress_pred = 0;
\r
714 if(self.swallow_progress_prey)
\r
716 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
717 if(self.swallow_progress_prey < 0)
\r
718 self.swallow_progress_prey = 0;
\r
722 // apply delays and skip the vore system under some circumstances
\r
723 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
728 if(self.spectatee_status)
\r
730 if(time < self.system_delay)
\r
733 // --------------------------------
\r
734 // Code that addresses predators:
\r
735 // --------------------------------
\r
738 prey = Swallow_player_check();
\r
740 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
741 self.stat_canswallow = 0;
\r
742 if(Swallow_condition_check(prey))
\r
744 // canswallow stat, used by the HUD
\r
745 if(teams_matter && prey.team == self.team)
\r
746 self.stat_canswallow = 2;
\r
748 self.stat_canswallow = 1;
\r
750 if(self.BUTTON_ATCK)
\r
751 Vore_SwallowStep(prey);
\r
753 else if(prey != world)
\r
754 self.stat_canswallow = -1;
\r
756 // toggle digestion, if the player has someone in their stomach
\r
757 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
759 if(self.stomach_load)
\r
761 if(time > self.digest_button_delay_time)
\r
763 self.digesting = !self.digesting;
\r
764 self.digest_button_delay_time = time + button_delay_time;
\r
767 else if(time > self.complain_vore)
\r
769 play2(self, "misc/forbidden.wav");
\r
770 sprint(self, "There is nothing to digest\n");
\r
771 self.complain_vore = time + complain_delay_time;
\r
774 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
775 self.digesting = FALSE;
\r
777 // predator wishes to regurgitate his prey
\r
778 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
780 if(self.stomach_load)
\r
782 if(time > self.regurgitate_button_delay_time)
\r
784 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
785 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
786 self.regurgitate_button_delay_time = time + button_delay_time;
\r
789 else if(time > self.complain_vore)
\r
791 play2(self, "misc/forbidden.wav");
\r
792 sprint(self, "There is nothing to regurgitate\n");
\r
793 self.complain_vore = time + complain_delay_time;
\r
797 if(cvar("g_vore_gurglesound"))
\r
798 Vore_GurgleSound();
\r
800 // --------------------------------
\r
801 // Code that addresses the prey:
\r
802 // --------------------------------
\r
804 Vore_SetPreyPositions();
\r
806 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
808 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)
\r
809 Vore_DeadPrey_Detach(self);
\r
811 if(!self.stat_eaten)
\r
814 if(self.deadflag != DEAD_NO)
\r
816 Vore_PreyRelease(self, FALSE);
\r
820 if(self.predator.deadflag != DEAD_NO)
\r
821 Vore_Regurgitate(self);
\r
822 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
\r
823 Vore_Regurgitate(self);
\r
825 // apply delayed regurgitating if it was scheduled
\r
826 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
828 self.predator.regurgitate_prepare = 0;
\r
829 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
830 Vore_Regurgitate(self);
\r
833 // execute digesting and team healing
\r
834 if(self.predator.digesting == TRUE)
\r
836 if(teams_matter && self.team == self.predator.team)
\r
837 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
840 // execute prey commands
\r
841 if(self.BUTTON_ATCK && cvar("g_vore_kick"))
\r
842 Vore_StomachKick();
\r
843 if(self.BUTTON_JUMP)
\r
844 Vore_StomachLeave();
\r
846 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
847 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
848 kh_Key_DropAll(self, FALSE);
\r