Limit g_balance_vore_swallow_limit between 1 and 9. This fixes some small bugs, such...
[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 .entity pusher;\r
203 .float pushltime;\r
204 void Vore_Swallow(entity e)\r
205 {\r
206         // this player is being swallowed by another player, apply the proper changes\r
207 \r
208         e.vore_oldmovetype = e.movetype;\r
209         e.vore_oldsolid = e.solid;\r
210 \r
211         e.predator = self;\r
212         setorigin(e, e.predator.origin);\r
213         e.velocity = '0 0 0';\r
214         e.movetype = MOVETYPE_FOLLOW;\r
215         e.solid = SOLID_NOT;\r
216         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
217 \r
218         // drop keys (KH) and flags (CTF) when we get swallowed\r
219         kh_Key_DropAll(e, FALSE);\r
220         if(e.flagcarried)\r
221                 DropFlag(e.flagcarried, world, e.predator);\r
222 \r
223         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
224                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
225 \r
226         if(teams_matter && e.team == e.predator.team)\r
227         {\r
228                 if(cvar("g_vore_kick"))\r
229                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
230                 if(cvar("g_vore_digestion"))\r
231                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
232         }\r
233 \r
234         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
235         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
236         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
237         e.predator.stomach_load += 1;\r
238         e.predator.regurgitate_prepare = 0;\r
239         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
240         Vore_WeightApply(e.predator);\r
241         Vore_AutoDigest(e.predator);\r
242 \r
243         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
244         e.predator.weapon_delay = time + button_delay_time;\r
245         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
246         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
247         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
248 }\r
249 \r
250 void Vore_Regurgitate(entity e)\r
251 {\r
252         // this player is being regurgitated by their predator, apply the proper changes\r
253 \r
254         e.movetype = e.vore_oldmovetype;\r
255         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
256                 e.solid = e.vore_oldsolid;\r
257         e.view_ofs_z = PL_VIEW_OFS_z;\r
258 \r
259         // apply velocities\r
260         local vector oldforward, oldright, oldup;\r
261         oldforward = v_forward;\r
262         oldright = v_right;\r
263         oldup = v_up;\r
264         makevectors(e.predator.v_angle);\r
265         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
266         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
267         v_forward = oldforward;\r
268         v_right = oldright;\r
269         v_up = oldup;\r
270 \r
271         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
272         e.pushltime = time + cvar("g_maxpushtime");\r
273 \r
274         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
275         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
276         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
277         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
278         e.predator.stomach_load -= 1;\r
279         e.predator.regurgitate_prepare = 0;\r
280         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
281         Vore_WeightApply(e.predator);\r
282 \r
283         // block firing for a small amount of time, or we'll be firing the next frame\r
284         e.weapon_delay = time + button_delay_time;\r
285         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
286         e.predator = world;\r
287 }\r
288 \r
289 void Vore_DeadPrey_Configure(entity e)\r
290 {\r
291         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
292 \r
293         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
294                 return;\r
295 \r
296         // this entity is like e.predator but for dead prey, to avoid conflicts\r
297         e.fakepredator = e.predator;\r
298         e.fakeprey = TRUE;\r
299 \r
300         // first release the prey from the predator, as dead prey needs to be attached differently\r
301         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
302         e.predator.stomach_load -= 1;\r
303         Vore_WeightApply(e.predator);\r
304         e.predator = world;\r
305 \r
306         // now put our dead prey inside the predator's stomach, but only as an effect\r
307         e.movetype = MOVETYPE_FOLLOW;\r
308         e.takedamage = DAMAGE_NO;\r
309         e.solid = SOLID_NOT;\r
310         e.aiment = e.fakepredator;\r
311 }\r
312 \r
313 void Vore_DeadPrey_Detach(entity e)\r
314 {\r
315         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
316         // should only execute after Vore_DeadPrey_Configure has ran first\r
317 \r
318         if not(cvar("g_vore_keepdeadprey"))\r
319                 return;\r
320 \r
321         e.fakepredator = world;\r
322         e.fakeprey = TRUE; // keep fakeprey status\r
323         e.stat_eaten = 0;\r
324         e.aiment = world;\r
325         e.movetype = MOVETYPE_TOSS;\r
326 }\r
327 \r
328 void Vore_PreyRelease(entity e, float pred_disconnect)\r
329 {\r
330         if(pred_disconnect)\r
331         {\r
332                 if(e.fakeprey)\r
333                         Vore_DeadPrey_Detach(e);\r
334                 else\r
335                         Vore_Regurgitate(e);\r
336         }\r
337         else if(self.stat_eaten && !self.fakeprey)\r
338         {\r
339                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
340                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
341                         Vore_DeadPrey_Configure(e);\r
342                 else\r
343                         Vore_Regurgitate(e);\r
344         }\r
345 }\r
346 \r
347 void Vore_Disconnect()\r
348 {\r
349         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
350 \r
351         // prey disconnects or goes spectating while inside someone's belly\r
352         if(self.stat_eaten)\r
353                 Vore_PreyRelease(self, TRUE);\r
354 \r
355         // pred disconnects or goes spectating with players in their belly\r
356         entity head;\r
357         FOR_EACH_PLAYER(head)\r
358         {\r
359                 if(head.predator == self || head.fakepredator == self)\r
360                         Vore_PreyRelease(head, TRUE);\r
361         }\r
362         Vore_GurgleSound(); // stop the gurgling sound\r
363 \r
364         self.stomach_load = self.gravity = 0; // prevents a bug\r
365 }\r
366 \r
367 .float digestion_step;\r
368 void Vore_Digest()\r
369 {\r
370         // apply digestion to prey\r
371 \r
372         if(time > self.digestion_step)\r
373         {\r
374                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
375                 float reduce;\r
376                 if(cvar("g_balance_vore_digestion_distribute"))\r
377                         reduce = self.predator.stomach_load;\r
378                 else\r
379                         reduce = 1;\r
380 \r
381                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage") / reduce, DEATH_DIGESTION, self.origin, '0 0 0');\r
382                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
383                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
384 \r
385                 if (self.predator.digestsound_finished < time)\r
386                 {\r
387                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
388                         self.predator.digestsound_finished = time + 0.5;\r
389                 }\r
390                 self.digestion_step = time + steptime;\r
391         }\r
392 \r
393         if(self.deadflag != DEAD_NO)\r
394         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
395                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
396 }\r
397 \r
398 .float teamheal_step;\r
399 void Vore_Teamheal()\r
400 {\r
401         // apply teamheal\r
402 \r
403         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
404         if(time > self.teamheal_step)\r
405         {\r
406                 self.health += cvar("g_balance_vore_teamheal");\r
407                 self.teamheal_step = time + steptime;\r
408 \r
409                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
410                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
411                 {\r
412                         play2(self, "misc/beep.wav");\r
413                         play2(self.predator, "misc/beep.wav");\r
414                 }\r
415         }\r
416 }\r
417 \r
418 void Vore_StomachKick()\r
419 {\r
420         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
421 \r
422         if(time > self.stomachkick_delay)\r
423         {\r
424                 float damage;\r
425                 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
426 \r
427                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
428                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
429                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
430                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
431 \r
432                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
433         }\r
434 }\r
435 \r
436 void Vore_StomachLeave()\r
437 {\r
438         // allows players to get out of their predator at will in some circumstances, such as team mates\r
439 \r
440         if(Vore_CanLeave())\r
441                 Vore_Regurgitate(self);\r
442         else if(time > self.complain_vore)\r
443         {\r
444                 play2(self, "misc/forbidden.wav");\r
445                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
446                 self.complain_vore = time + complain_delay_time;\r
447         }\r
448 }\r
449 \r
450 void Vore_AutoTaunt()\r
451 {\r
452         // triggers ambient vore taunts, for both pred and prey\r
453 \r
454         float taunt_time;\r
455 \r
456         // predator taunts\r
457         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
458         {\r
459                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
460                 {\r
461                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
462                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
463                 }\r
464         }\r
465         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
466         {\r
467                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
468                 SetAutoTaunt(self, 0, 0);\r
469         }\r
470 \r
471         // prey taunts\r
472         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
473         {\r
474                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
475                 {\r
476                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
477                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
478                 }\r
479         }\r
480         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
481         {\r
482                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
483                 SetAutoTaunt(self, 0, 0);\r
484         }\r
485 }\r
486 \r
487 void Vore_SetSbarRings()\r
488 {\r
489         // first clear the ring stats, then configure them if needed\r
490         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
491         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
492 \r
493         if(self.stat_eaten)\r
494         {\r
495                 if(time <= self.stomachkick_delay)\r
496                 {\r
497                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
498                         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
499                 }\r
500         }\r
501         else\r
502         {\r
503                 if(time <= self.action_delay)\r
504                 {\r
505                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
506                         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
507                 }\r
508                 if(time <= self.regurgitate_prepare)\r
509                 {\r
510                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
511                         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
512                 }\r
513         }\r
514 }\r
515 \r
516 void Vore()\r
517 {\r
518         // main vore code, this is where it all happens\r
519 \r
520         if(!cvar("g_vore")) // the vore system is disabled\r
521         {\r
522                 Vore_Disconnect();\r
523                 return;\r
524         }\r
525 \r
526         Vore_AutoTaunt();\r
527 \r
528         // wash the goo away from players once they leave the stomach\r
529         if(!self.stat_eaten)\r
530         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
531         if(self.colormod)\r
532         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
533         {\r
534                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
535                 if(self.colormod_x > 1)\r
536                         self.colormod_x = 1;\r
537                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
538                 if(self.colormod_y > 1)\r
539                         self.colormod_y = 1;\r
540                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
541                 if(self.colormod_z > 1)\r
542                         self.colormod_z = 1;\r
543         }\r
544 \r
545         // set all vore stats\r
546         Vore_SetSbarRings();\r
547         if(self.fakepredator.classname == "player")\r
548                 self.stat_eaten = num_for_edict(self.fakepredator);\r
549         else if(self.predator.classname == "player")\r
550         {\r
551                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
552                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
553                 self.stat_eaten = num_for_edict(self.predator);\r
554         }\r
555         else\r
556         {\r
557                 self.stat_stomachload = self.stomach_load;\r
558                 self.stat_digesting = self.digesting;\r
559                 self.stat_eaten = 0;\r
560         }\r
561         self.stat_canleave = Vore_CanLeave();\r
562 \r
563         // don't allow a player inside a player inside another player :)\r
564         // prevent this by checking if such has happened, and taking the proper measures\r
565         // this code has a high priority and must not be stopped by any delay, so run it here\r
566         if(self.predator.stat_eaten)\r
567         {\r
568                 entity target_predator, target_predator_predator, oldself;\r
569                 target_predator = self.predator;\r
570                 target_predator_predator = self.predator.predator;\r
571 \r
572                 Vore_Regurgitate(self);\r
573 \r
574                 // now steal our prey's prey if this probability applies\r
575                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
576                 {\r
577                         oldself = self;\r
578                         self = target_predator_predator;\r
579                         if(Swallow_condition_check(oldself))\r
580                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
581                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
582                                 Vore_Swallow(oldself);\r
583                         self = oldself;\r
584                 }\r
585         }\r
586 \r
587         // apply delays and skip the vore system under some circumstances\r
588         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
589         {\r
590                 Vore_Disconnect();\r
591                 return;\r
592         }\r
593         if(self.spectatee_status)\r
594                 return;\r
595         if(time < self.system_delay)\r
596                 return;\r
597 \r
598 // --------------------------------\r
599 // Code that addresses predators:\r
600 // --------------------------------\r
601 \r
602         entity prey;\r
603         prey = Swallow_player_check();\r
604 \r
605         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
606         self.stat_canswallow = 0;\r
607         if(Swallow_condition_check(prey))\r
608         {\r
609                 // canswallow stat, used by the HUD\r
610                 if(teams_matter && prey.team == self.team)\r
611                         self.stat_canswallow = 2;\r
612                 else\r
613                         self.stat_canswallow = 1;\r
614 \r
615                 if(self.BUTTON_ATCK)\r
616                         Vore_Swallow(prey);\r
617         }\r
618         else if(prey != world)\r
619                 self.stat_canswallow = -1;\r
620 \r
621         // toggle digestion, if the player has someone in their stomach\r
622         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
623         {\r
624                 if(self.stomach_load)\r
625                 {\r
626                         if(time > self.digest_button_delay_time)\r
627                         {\r
628                                 self.digesting = !self.digesting;\r
629                                 self.digest_button_delay_time = time + button_delay_time;\r
630                         }\r
631                 }\r
632                 else if(time > self.complain_vore)\r
633                 {\r
634                         play2(self, "misc/forbidden.wav");\r
635                         sprint(self, "There is nothing to digest\n");\r
636                         self.complain_vore = time + complain_delay_time;\r
637                 }\r
638         }\r
639         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
640                 self.digesting = FALSE;\r
641 \r
642         // predator wishes to regurgitate his prey\r
643         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
644         {\r
645                 if(self.stomach_load)\r
646                 {\r
647                         if(time > self.regurgitate_button_delay_time)\r
648                         {\r
649                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
650                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
651                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
652                         }\r
653                 }\r
654                 else if(time > self.complain_vore)\r
655                 {\r
656                         play2(self, "misc/forbidden.wav");\r
657                         sprint(self, "There is nothing to regurgitate\n");\r
658                         self.complain_vore = time + complain_delay_time;\r
659                 }\r
660         }\r
661 \r
662         if(cvar("g_vore_gurglesound"))\r
663                 Vore_GurgleSound();\r
664 \r
665 // --------------------------------\r
666 // Code that addresses the prey:\r
667 // --------------------------------\r
668 \r
669         Vore_SetPreyPositions();\r
670 \r
671         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
672         if(self.fakeprey)\r
673         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
674                 Vore_DeadPrey_Detach(self);\r
675 \r
676         if(!self.stat_eaten)\r
677                 return;\r
678 \r
679         if(self.deadflag != DEAD_NO)\r
680         {\r
681                 Vore_PreyRelease(self, FALSE);\r
682                 return;\r
683         }\r
684 \r
685         if(self.predator.deadflag != DEAD_NO)\r
686                 Vore_Regurgitate(self);\r
687         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
688                 Vore_Regurgitate(self);\r
689 \r
690         // apply delayed regurgitating if it was scheduled\r
691         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
692         {\r
693                 self.predator.regurgitate_prepare = 0;\r
694                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
695                 Vore_Regurgitate(self);\r
696         }\r
697 \r
698         // execute digesting and team healing\r
699         if(self.predator.digesting == TRUE)\r
700                 Vore_Digest();\r
701         if(teams_matter && self.team == self.predator.team)\r
702         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
703                 Vore_Teamheal();\r
704 \r
705         // execute prey commands\r
706         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
707                 Vore_StomachKick();\r
708         if(self.BUTTON_JUMP)\r
709                 Vore_StomachLeave();\r
710 \r
711         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
712         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
713         kh_Key_DropAll(self, FALSE);\r
714 }