Properly set and update the swallow model
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
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\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetPreyPositions()\r
100 {\r
101         // self is the predator and head is the prey\r
102 \r
103         local entity head;\r
104         local vector origin_apply;\r
105         local float position_counter;\r
106 \r
107         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
108         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
109         // For each player, the origin is updated, then a new origin is used for the next player.\r
110         // This requires that no more than 9 players may be in the stomach at a time!\r
111         FOR_EACH_PLAYER(head)\r
112         {\r
113                 if(head.predator == self)\r
114                 {\r
115                         switch(position_counter)\r
116                         {\r
117                                 case 0:\r
118                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
119                                         break;\r
120                                 case 1:\r
121                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
122                                         break;\r
123                                 case 2:\r
124                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
125                                         break;\r
126                                 case 3:\r
127                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
128                                         break;\r
129                                 case 4:\r
130                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
131                                         break;\r
132                                 case 5:\r
133                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
134                                         break;\r
135                                 case 6:\r
136                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
137                                         break;\r
138                                 case 7:\r
139                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
140                                         break;\r
141                                 case 8:\r
142                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
143                                         break;\r
144                                 default:\r
145                                         break;\r
146                         }\r
147 \r
148                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
149                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
150                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
151 \r
152                         // change prey height based on scale\r
153                         float prey_height;\r
154                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
155                         head.view_ofs_z += prey_height;\r
156 \r
157                         position_counter += 1;\r
158                 }\r
159         }\r
160 }\r
161 \r
162 .float gurgle_oldstomachload;\r
163 void Vore_GurgleSound()\r
164 {\r
165         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
166         {\r
167                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
168 \r
169                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
170                 self.gurgle_oldstomachload = self.stomach_load;\r
171         }\r
172 }\r
173 \r
174 void Vore_WeightApply(entity e)\r
175 {\r
176         // apply stomach weight that makes you heavier the more you eat\r
177         // slowing the player is done in cl_physics.qc\r
178 \r
179         if(e.stomach_load != e.vore_oldstomachload)\r
180                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
181         if(e.gravity == 0)\r
182                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
183         e.vore_oldstomachload = e.stomach_load;\r
184 }\r
185 \r
186 void Vore_AutoDigest(entity e)\r
187 {\r
188         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
189 \r
190         if(!cvar("g_vore_digestion") || e.digesting)\r
191                 return;\r
192         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
193                 return; // this feature is only for players, not bots\r
194         if(e.stomach_load > 1)\r
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\r
196         if(Stomach_TeamMates_check(e))\r
197                 return; // never begin automatic digestion if we've swallowed a team mate\r
198 \r
199         e.digesting = TRUE;\r
200 }\r
201 \r
202 void Vore_SwallowModel_Think()\r
203 {\r
204         //update the necessary angles to match our view\r
205         self.angles_x = self.owner.angles_x;\r
206         self.view_ofs = self.owner.view_ofs;\r
207         self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
208 \r
209         // if our swallow progress is gone, the swallow model must also go\r
210         /*if(!self.owner.swallow_progress_prey)\r
211         {\r
212                 self.nextthink = 0;\r
213                 remove(self);\r
214                 self = world;\r
215                 return;\r
216         }*/\r
217 \r
218         self.nextthink = time;\r
219 }\r
220 \r
221 .entity swallow_model;\r
222 void Vore_SwallowModel_Update(entity prey)\r
223 {\r
224         // if we don't have a swallow model already, spawn one\r
225         if(!prey.swallow_model)\r
226         {\r
227                 prey.swallow_model = spawn();\r
228                 \r
229                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
230                 prey.swallow_model.solid = SOLID_NOT;\r
231 \r
232                 prey.swallow_model.skin = self.skin;\r
233                 prey.swallow_model.scale = self.scale;\r
234 \r
235                 // apply the properties of the prey\r
236                 prey.swallow_model.aiment = prey;\r
237 \r
238                 prey.swallow_model.owner = prey; // owned by the prey\r
239                 prey.swallow_model.enemy = self; // enemy is the predator\r
240                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
241                 prey.swallow_model.nextthink = time;\r
242         }\r
243 \r
244         // if the model or skin of the prey's swallow model don't match those of our current predator, change them\r
245         string swallow_mdl;\r
246         swallow_mdl = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
247         if(prey.swallow_model.model != swallow_mdl)\r
248                 setmodel(prey.swallow_model, swallow_mdl);\r
249         if(prey.swallow_model.skin != self.skin)\r
250                 prey.swallow_model.skin = self.skin;\r
251 }\r
252 \r
253 .entity pusher;\r
254 .float pushltime;\r
255 void Vore_Swallow(entity e)\r
256 {\r
257         // this player is being swallowed by another player, apply the proper changes\r
258 \r
259         e.vore_oldmovetype = e.movetype;\r
260         e.vore_oldsolid = e.solid;\r
261 \r
262         e.predator = self;\r
263         setorigin(e, e.predator.origin);\r
264         e.velocity = '0 0 0';\r
265         e.movetype = MOVETYPE_FOLLOW;\r
266         e.solid = SOLID_NOT;\r
267         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
268 \r
269         // drop keys (KH) and flags (CTF) when we get swallowed\r
270         kh_Key_DropAll(e, FALSE);\r
271         if(e.flagcarried)\r
272                 DropFlag(e.flagcarried, world, e.predator);\r
273 \r
274         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
275                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
276 \r
277         if(teams_matter && e.team == e.predator.team)\r
278         {\r
279                 if(cvar("g_vore_kick"))\r
280                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
281                 if(cvar("g_vore_digestion"))\r
282                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
283         }\r
284 \r
285         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
286         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
287         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
288         e.predator.stomach_load += 1;\r
289         e.predator.regurgitate_prepare = 0;\r
290         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
291         Vore_WeightApply(e.predator);\r
292         Vore_AutoDigest(e.predator);\r
293 \r
294         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
295         e.predator.weapon_delay = time + button_delay_time;\r
296         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
297         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
298         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
299 }\r
300 \r
301 void Vore_SwallowStep(entity e)\r
302 {\r
303         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
304         {\r
305                 Vore_Swallow(e);\r
306                 return;\r
307         }\r
308 \r
309         Vore_SwallowModel_Update(e);\r
310 \r
311         // increase the progress value until it reaches 1, then swallow the player\r
312         if(e.swallow_progress_prey < 1)\r
313         {\r
314                 float fill;\r
315                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
316                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
317                         fill *= (self.scale / e.scale);\r
318                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
319                         fill /= e.stomach_load;\r
320 \r
321                 e.swallow_progress_prey += fill;\r
322         }\r
323         else\r
324         {\r
325                 Vore_Swallow(e);\r
326                 e.swallow_progress_prey = 0;\r
327         }\r
328 \r
329         // the predator's progress is how much the prey got swallowed\r
330         self.swallow_progress_pred = e.swallow_progress_prey;\r
331 }\r
332 \r
333 void Vore_Regurgitate(entity e)\r
334 {\r
335         // this player is being regurgitated by their predator, apply the proper changes\r
336 \r
337         e.movetype = e.vore_oldmovetype;\r
338         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
339                 e.solid = e.vore_oldsolid;\r
340         e.view_ofs_z = PL_VIEW_OFS_z;\r
341 \r
342         // apply velocities\r
343         local vector oldforward, oldright, oldup;\r
344         oldforward = v_forward;\r
345         oldright = v_right;\r
346         oldup = v_up;\r
347         makevectors(e.predator.v_angle);\r
348         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
349         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
350         v_forward = oldforward;\r
351         v_right = oldright;\r
352         v_up = oldup;\r
353 \r
354         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
355         e.pushltime = time + cvar("g_maxpushtime");\r
356 \r
357         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
358         if(cvar("g_balance_vore_swallow_speed_fill"))\r
359                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
360 \r
361         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
362         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
363         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
364         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
365         e.predator.stomach_load -= 1;\r
366         e.predator.regurgitate_prepare = 0;\r
367         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
368         Vore_WeightApply(e.predator);\r
369 \r
370         // block firing for a small amount of time, or we'll be firing the next frame\r
371         e.weapon_delay = time + button_delay_time;\r
372         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
373         e.predator = world;\r
374 }\r
375 \r
376 void Vore_DeadPrey_Configure(entity e)\r
377 {\r
378         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
379 \r
380         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
381                 return;\r
382 \r
383         // this entity is like e.predator but for dead prey, to avoid conflicts\r
384         e.fakepredator = e.predator;\r
385         e.fakeprey = TRUE;\r
386 \r
387         // first release the prey from the predator, as dead prey needs to be attached differently\r
388         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
389         e.predator.stomach_load -= 1;\r
390         Vore_WeightApply(e.predator);\r
391         e.predator = world;\r
392 \r
393         // now put our dead prey inside the predator's stomach, but only as an effect\r
394         e.movetype = MOVETYPE_FOLLOW;\r
395         e.takedamage = DAMAGE_NO;\r
396         e.solid = SOLID_NOT;\r
397         e.aiment = e.fakepredator;\r
398 }\r
399 \r
400 void Vore_DeadPrey_Detach(entity e)\r
401 {\r
402         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
403         // should only execute after Vore_DeadPrey_Configure has ran first\r
404 \r
405         if not(cvar("g_vore_keepdeadprey"))\r
406                 return;\r
407 \r
408         e.fakepredator = world;\r
409         e.fakeprey = TRUE; // keep fakeprey status\r
410         e.stat_eaten = 0;\r
411         e.aiment = world;\r
412         e.movetype = MOVETYPE_TOSS;\r
413 }\r
414 \r
415 void Vore_PreyRelease(entity e, float pred_disconnect)\r
416 {\r
417         if(pred_disconnect)\r
418         {\r
419                 if(e.fakeprey)\r
420                         Vore_DeadPrey_Detach(e);\r
421                 else\r
422                         Vore_Regurgitate(e);\r
423         }\r
424         else if(self.stat_eaten && !self.fakeprey)\r
425         {\r
426                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
427                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
428                         Vore_DeadPrey_Configure(e);\r
429                 else\r
430                         Vore_Regurgitate(e);\r
431         }\r
432 }\r
433 \r
434 void Vore_Disconnect()\r
435 {\r
436         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
437 \r
438         // prey disconnects or goes spectating while inside someone's belly\r
439         if(self.stat_eaten)\r
440                 Vore_PreyRelease(self, TRUE);\r
441 \r
442         // pred disconnects or goes spectating with players in their belly\r
443         entity head;\r
444         FOR_EACH_PLAYER(head)\r
445         {\r
446                 if(head.predator == self || head.fakepredator == self)\r
447                         Vore_PreyRelease(head, TRUE);\r
448         }\r
449         Vore_GurgleSound(); // stop the gurgling sound\r
450 \r
451         self.stomach_load = self.gravity = 0; // prevents a bug\r
452 }\r
453 \r
454 .float digestion_step;\r
455 void Vore_Digest()\r
456 {\r
457         // apply digestion to prey\r
458 \r
459         if(time > self.digestion_step)\r
460         {\r
461                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
462                 float reduce;\r
463                 if(cvar("g_balance_vore_digestion_distribute"))\r
464                         reduce = self.predator.stomach_load;\r
465                 else\r
466                         reduce = 1;\r
467 \r
468                 float damage;\r
469                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
470 \r
471                 // apply player scale to digestion damage\r
472                 if(cvar("g_balance_vore_digestion_scalediff"))\r
473                         damage *= (self.predator.scale / self.scale);\r
474 \r
475                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
476                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
477                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
478 \r
479                 if (self.predator.digestsound_finished < time)\r
480                 {\r
481                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
482                         self.predator.digestsound_finished = time + 0.5;\r
483                 }\r
484                 self.digestion_step = time + steptime;\r
485         }\r
486 \r
487         if(self.deadflag != DEAD_NO)\r
488         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
489                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
490 }\r
491 \r
492 .float teamheal_step;\r
493 void Vore_Teamheal()\r
494 {\r
495         // apply teamheal\r
496 \r
497         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
498         if(time > self.teamheal_step)\r
499         {\r
500                 self.health += cvar("g_balance_vore_teamheal");\r
501                 self.teamheal_step = time + steptime;\r
502 \r
503                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
504                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
505                 {\r
506                         play2(self, "misc/beep.wav");\r
507                         play2(self.predator, "misc/beep.wav");\r
508                 }\r
509         }\r
510 }\r
511 \r
512 void Vore_StomachKick()\r
513 {\r
514         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
515 \r
516         if(time > self.stomachkick_delay)\r
517         {\r
518                 float damage;\r
519                 vector force;\r
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"));\r
521                 force = v_forward * cvar("g_balance_vore_kick_force");\r
522 \r
523                 // apply player scale to the damage / force of the kick\r
524                 if(cvar("g_balance_vore_kick_scalediff"))\r
525                 {\r
526                         damage *= (self.scale / self.predator.scale);\r
527                         force *= (self.scale / self.predator.scale);\r
528                 }\r
529 \r
530                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
531                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
532                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
533                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
534 \r
535                 // abort the predator's scheduled regurgitation\r
536                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
537                         self.predator.regurgitate_prepare = 0;\r
538 \r
539                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
540         }\r
541 }\r
542 \r
543 void Vore_StomachLeave()\r
544 {\r
545         // allows players to get out of their predator at will in some circumstances, such as team mates\r
546 \r
547         if(Vore_CanLeave())\r
548                 Vore_Regurgitate(self);\r
549         else if(time > self.complain_vore)\r
550         {\r
551                 play2(self, "misc/forbidden.wav");\r
552                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
553                 self.complain_vore = time + complain_delay_time;\r
554         }\r
555 }\r
556 \r
557 void Vore_AutoTaunt()\r
558 {\r
559         // triggers ambient vore taunts, for both pred and prey\r
560 \r
561         float taunt_time;\r
562 \r
563         // predator taunts\r
564         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
565         {\r
566                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
567                 {\r
568                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
569                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
570                 }\r
571         }\r
572         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
573         {\r
574                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
575                 SetAutoTaunt(self, 0, 0);\r
576         }\r
577 \r
578         // prey taunts\r
579         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
580         {\r
581                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
582                 {\r
583                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
584                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
585                 }\r
586         }\r
587         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
588         {\r
589                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
590                 SetAutoTaunt(self, 0, 0);\r
591         }\r
592 }\r
593 \r
594 void Vore_SetSbarRings()\r
595 {\r
596         // first clear the ring stats, then configure them if needed\r
597         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
598         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
599 \r
600         if(self.stat_eaten)\r
601         {\r
602                 if(time <= self.stomachkick_delay)\r
603                 {\r
604                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
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);\r
606                 }\r
607         }\r
608         else\r
609         {\r
610                 if(self.swallow_progress_pred)\r
611                 {\r
612                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
613                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
614                 }\r
615                 else if(time <= self.action_delay)\r
616                 {\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
619                 }\r
620 \r
621                 if(self.swallow_progress_prey)\r
622                 {\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
625                 }\r
626                 else if(time <= self.regurgitate_prepare)\r
627                 {\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
630                 }\r
631         }\r
632 }\r
633 \r
634 void Vore()\r
635 {\r
636         // main vore code, this is where it all happens\r
637 \r
638         if(!cvar("g_vore")) // the vore system is disabled\r
639         {\r
640                 Vore_Disconnect();\r
641                 return;\r
642         }\r
643 \r
644         Vore_AutoTaunt();\r
645 \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
649         if(self.colormod)\r
650         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
651         {\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
661         }\r
662 \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
668         {\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
672         }\r
673         else\r
674         {\r
675                 self.stat_stomachload = self.stomach_load;\r
676                 self.stat_digesting = self.digesting;\r
677                 self.stat_eaten = 0;\r
678         }\r
679         self.stat_canleave = Vore_CanLeave();\r
680 \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
685         {\r
686                 entity target_predator, target_predator_predator, oldself;\r
687                 target_predator = self.predator;\r
688                 target_predator_predator = self.predator.predator;\r
689 \r
690                 Vore_Regurgitate(self);\r
691 \r
692                 // now steal our prey's prey if this probability applies\r
693                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
694                 {\r
695                         oldself = self;\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
701                         self = oldself;\r
702                 }\r
703         }\r
704 \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
707         {\r
708                 if(self.swallow_progress_pred)\r
709                 {\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
713                 }\r
714                 if(self.swallow_progress_prey)\r
715                 {\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
719                 }\r
720         }\r
721 \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
724         {\r
725                 Vore_Disconnect();\r
726                 return;\r
727         }\r
728         if(self.spectatee_status)\r
729                 return;\r
730         if(time < self.system_delay)\r
731                 return;\r
732 \r
733 // --------------------------------\r
734 // Code that addresses predators:\r
735 // --------------------------------\r
736 \r
737         entity prey;\r
738         prey = Swallow_player_check();\r
739 \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
743         {\r
744                 // canswallow stat, used by the HUD\r
745                 if(teams_matter && prey.team == self.team)\r
746                         self.stat_canswallow = 2;\r
747                 else\r
748                         self.stat_canswallow = 1;\r
749 \r
750                 if(self.BUTTON_ATCK)\r
751                         Vore_SwallowStep(prey);\r
752         }\r
753         else if(prey != world)\r
754                 self.stat_canswallow = -1;\r
755 \r
756         // toggle digestion, if the player has someone in their stomach\r
757         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
758         {\r
759                 if(self.stomach_load)\r
760                 {\r
761                         if(time > self.digest_button_delay_time)\r
762                         {\r
763                                 self.digesting = !self.digesting;\r
764                                 self.digest_button_delay_time = time + button_delay_time;\r
765                         }\r
766                 }\r
767                 else if(time > self.complain_vore)\r
768                 {\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
772                 }\r
773         }\r
774         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
775                 self.digesting = FALSE;\r
776 \r
777         // predator wishes to regurgitate his prey\r
778         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
779         {\r
780                 if(self.stomach_load)\r
781                 {\r
782                         if(time > self.regurgitate_button_delay_time)\r
783                         {\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
787                         }\r
788                 }\r
789                 else if(time > self.complain_vore)\r
790                 {\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
794                 }\r
795         }\r
796 \r
797         if(cvar("g_vore_gurglesound"))\r
798                 Vore_GurgleSound();\r
799 \r
800 // --------------------------------\r
801 // Code that addresses the prey:\r
802 // --------------------------------\r
803 \r
804         Vore_SetPreyPositions();\r
805 \r
806         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
807         if(self.fakeprey)\r
808         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
809                 Vore_DeadPrey_Detach(self);\r
810 \r
811         if(!self.stat_eaten)\r
812                 return;\r
813 \r
814         if(self.deadflag != DEAD_NO)\r
815         {\r
816                 Vore_PreyRelease(self, FALSE);\r
817                 return;\r
818         }\r
819 \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
824 \r
825         // apply delayed regurgitating if it was scheduled\r
826         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
827         {\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
831         }\r
832 \r
833         // execute digesting and team healing\r
834         if(self.predator.digesting == TRUE)\r
835                 Vore_Digest();\r
836         if(teams_matter && self.team == self.predator.team)\r
837         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
838                 Vore_Teamheal();\r
839 \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
845 \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
849 }