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Properly position the swallow model based on view
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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 \r
208         self.view_ofs = '1 0 0' * 500;\r
209 \r
210         // if our swallow progress is gone, the swallow model must also go\r
211         if(!self.owner.swallow_progress_prey)\r
212         {\r
213                 self.nextthink = 0;\r
214                 remove(self);\r
215                 self = world;\r
216                 return;\r
217         }\r
218 \r
219         self.nextthink = time;\r
220 }\r
221 \r
222 .entity swallow_model;\r
223 void Vore_SwallowModel_Update(entity prey)\r
224 {\r
225         // if we don't have a swallow model already, spawn one\r
226         if(!prey.swallow_model)\r
227         {\r
228                 prey.swallow_model = spawn();\r
229                 \r
230                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
231                 prey.swallow_model.solid = SOLID_NOT;\r
232 \r
233                 prey.swallow_model.skin = self.skin;\r
234                 prey.swallow_model.scale = self.scale;\r
235 \r
236                 // apply the properties of the prey\r
237                 prey.swallow_model.viewmodelforclient = prey;\r
238                 prey.swallow_model.effects |= EF_NOGUNBOB;\r
239                 prey.swallow_model.alpha = prey.cvar_cl_vore_stomachmodel;\r
240                 prey.swallow_model.colormap = prey.colormap;\r
241                 prey.swallow_model.glowmod = prey.glowmod;\r
242 \r
243                 prey.swallow_model.owner = prey; // owned by the prey\r
244                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
245                 prey.swallow_model.nextthink = time;\r
246         }\r
247 \r
248         // if predator has changed, update the swallow model\r
249         if(prey.swallow_model.enemy != self)\r
250         {\r
251                 setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
252                 prey.swallow_model.skin = self.skin;\r
253                 prey.swallow_model.enemy = self; // enemy is the predator\r
254         }\r
255 }\r
256 \r
257 .entity pusher;\r
258 .float pushltime;\r
259 void Vore_Swallow(entity e)\r
260 {\r
261         // this player is being swallowed by another player, apply the proper changes\r
262 \r
263         e.vore_oldmovetype = e.movetype;\r
264         e.vore_oldsolid = e.solid;\r
265 \r
266         e.predator = self;\r
267         setorigin(e, e.predator.origin);\r
268         e.velocity = '0 0 0';\r
269         e.movetype = MOVETYPE_FOLLOW;\r
270         e.solid = SOLID_NOT;\r
271         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
272 \r
273         // drop keys (KH) and flags (CTF) when we get swallowed\r
274         kh_Key_DropAll(e, FALSE);\r
275         if(e.flagcarried)\r
276                 DropFlag(e.flagcarried, world, e.predator);\r
277 \r
278         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
279                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
280 \r
281         if(teams_matter && e.team == e.predator.team)\r
282         {\r
283                 if(cvar("g_vore_kick"))\r
284                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
285                 if(cvar("g_vore_digestion"))\r
286                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
287         }\r
288 \r
289         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
290         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
291         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
292         e.predator.stomach_load += 1;\r
293         e.predator.regurgitate_prepare = 0;\r
294         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
295         Vore_WeightApply(e.predator);\r
296         Vore_AutoDigest(e.predator);\r
297 \r
298         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
299         e.predator.weapon_delay = time + button_delay_time;\r
300         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
301         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
302         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
303 }\r
304 \r
305 void Vore_SwallowStep(entity e)\r
306 {\r
307         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
308         {\r
309                 Vore_Swallow(e);\r
310                 return;\r
311         }\r
312 \r
313         Vore_SwallowModel_Update(e);\r
314 \r
315         // increase the progress value until it reaches 1, then swallow the player\r
316         if(e.swallow_progress_prey < 1)\r
317         {\r
318                 float fill;\r
319                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
320                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
321                         fill *= (self.scale / e.scale);\r
322                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
323                         fill /= e.stomach_load;\r
324 \r
325                 e.swallow_progress_prey += fill;\r
326         }\r
327         else\r
328         {\r
329                 Vore_Swallow(e);\r
330                 e.swallow_progress_prey = 0;\r
331         }\r
332 \r
333         // the predator's progress is how much the prey got swallowed\r
334         self.swallow_progress_pred = e.swallow_progress_prey;\r
335 }\r
336 \r
337 void Vore_Regurgitate(entity e)\r
338 {\r
339         // this player is being regurgitated by their predator, apply the proper changes\r
340 \r
341         e.movetype = e.vore_oldmovetype;\r
342         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
343                 e.solid = e.vore_oldsolid;\r
344         e.view_ofs_z = PL_VIEW_OFS_z;\r
345 \r
346         // apply velocities\r
347         local vector oldforward, oldright, oldup;\r
348         oldforward = v_forward;\r
349         oldright = v_right;\r
350         oldup = v_up;\r
351         makevectors(e.predator.v_angle);\r
352         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
353         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
354         v_forward = oldforward;\r
355         v_right = oldright;\r
356         v_up = oldup;\r
357 \r
358         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
359         e.pushltime = time + cvar("g_maxpushtime");\r
360 \r
361         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
362         if(cvar("g_balance_vore_swallow_speed_fill"))\r
363                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
364 \r
365         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
366         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
367         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
368         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
369         e.predator.stomach_load -= 1;\r
370         e.predator.regurgitate_prepare = 0;\r
371         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
372         Vore_WeightApply(e.predator);\r
373 \r
374         // block firing for a small amount of time, or we'll be firing the next frame\r
375         e.weapon_delay = time + button_delay_time;\r
376         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
377         e.predator = world;\r
378 }\r
379 \r
380 void Vore_DeadPrey_Configure(entity e)\r
381 {\r
382         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
383 \r
384         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
385                 return;\r
386 \r
387         // this entity is like e.predator but for dead prey, to avoid conflicts\r
388         e.fakepredator = e.predator;\r
389         e.fakeprey = TRUE;\r
390 \r
391         // first release the prey from the predator, as dead prey needs to be attached differently\r
392         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
393         e.predator.stomach_load -= 1;\r
394         Vore_WeightApply(e.predator);\r
395         e.predator = world;\r
396 \r
397         // now put our dead prey inside the predator's stomach, but only as an effect\r
398         e.movetype = MOVETYPE_FOLLOW;\r
399         e.takedamage = DAMAGE_NO;\r
400         e.solid = SOLID_NOT;\r
401         e.aiment = e.fakepredator;\r
402 }\r
403 \r
404 void Vore_DeadPrey_Detach(entity e)\r
405 {\r
406         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
407         // should only execute after Vore_DeadPrey_Configure has ran first\r
408 \r
409         if not(cvar("g_vore_keepdeadprey"))\r
410                 return;\r
411 \r
412         e.fakepredator = world;\r
413         e.fakeprey = TRUE; // keep fakeprey status\r
414         e.stat_eaten = 0;\r
415         e.aiment = world;\r
416         e.movetype = MOVETYPE_TOSS;\r
417 }\r
418 \r
419 void Vore_PreyRelease(entity e, float pred_disconnect)\r
420 {\r
421         if(pred_disconnect)\r
422         {\r
423                 if(e.fakeprey)\r
424                         Vore_DeadPrey_Detach(e);\r
425                 else\r
426                         Vore_Regurgitate(e);\r
427         }\r
428         else if(self.stat_eaten && !self.fakeprey)\r
429         {\r
430                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
431                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
432                         Vore_DeadPrey_Configure(e);\r
433                 else\r
434                         Vore_Regurgitate(e);\r
435         }\r
436 }\r
437 \r
438 void Vore_Disconnect()\r
439 {\r
440         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
441 \r
442         // prey disconnects or goes spectating while inside someone's belly\r
443         if(self.stat_eaten)\r
444                 Vore_PreyRelease(self, TRUE);\r
445 \r
446         // pred disconnects or goes spectating with players in their belly\r
447         entity head;\r
448         FOR_EACH_PLAYER(head)\r
449         {\r
450                 if(head.predator == self || head.fakepredator == self)\r
451                         Vore_PreyRelease(head, TRUE);\r
452         }\r
453         Vore_GurgleSound(); // stop the gurgling sound\r
454 \r
455         self.stomach_load = self.gravity = 0; // prevents a bug\r
456 }\r
457 \r
458 .float digestion_step;\r
459 void Vore_Digest()\r
460 {\r
461         // apply digestion to prey\r
462 \r
463         if(time > self.digestion_step)\r
464         {\r
465                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
466                 float reduce;\r
467                 if(cvar("g_balance_vore_digestion_distribute"))\r
468                         reduce = self.predator.stomach_load;\r
469                 else\r
470                         reduce = 1;\r
471 \r
472                 float damage;\r
473                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
474 \r
475                 // apply player scale to digestion damage\r
476                 if(cvar("g_balance_vore_digestion_scalediff"))\r
477                         damage *= (self.predator.scale / self.scale);\r
478 \r
479                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
480                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
481                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
482 \r
483                 if (self.predator.digestsound_finished < time)\r
484                 {\r
485                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
486                         self.predator.digestsound_finished = time + 0.5;\r
487                 }\r
488                 self.digestion_step = time + steptime;\r
489         }\r
490 \r
491         if(self.deadflag != DEAD_NO)\r
492         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
493                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
494 }\r
495 \r
496 .float teamheal_step;\r
497 void Vore_Teamheal()\r
498 {\r
499         // apply teamheal\r
500 \r
501         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
502         if(time > self.teamheal_step)\r
503         {\r
504                 self.health += cvar("g_balance_vore_teamheal");\r
505                 self.teamheal_step = time + steptime;\r
506 \r
507                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
508                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
509                 {\r
510                         play2(self, "misc/beep.wav");\r
511                         play2(self.predator, "misc/beep.wav");\r
512                 }\r
513         }\r
514 }\r
515 \r
516 void Vore_StomachKick()\r
517 {\r
518         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
519 \r
520         if(time > self.stomachkick_delay)\r
521         {\r
522                 float damage;\r
523                 vector force;\r
524                 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
525                 force = v_forward * cvar("g_balance_vore_kick_force");\r
526 \r
527                 // apply player scale to the damage / force of the kick\r
528                 if(cvar("g_balance_vore_kick_scalediff"))\r
529                 {\r
530                         damage *= (self.scale / self.predator.scale);\r
531                         force *= (self.scale / self.predator.scale);\r
532                 }\r
533 \r
534                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
535                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
536                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
537                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
538 \r
539                 // abort the predator's scheduled regurgitation\r
540                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
541                         self.predator.regurgitate_prepare = 0;\r
542 \r
543                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
544         }\r
545 }\r
546 \r
547 void Vore_StomachLeave()\r
548 {\r
549         // allows players to get out of their predator at will in some circumstances, such as team mates\r
550 \r
551         if(Vore_CanLeave())\r
552                 Vore_Regurgitate(self);\r
553         else if(time > self.complain_vore)\r
554         {\r
555                 play2(self, "misc/forbidden.wav");\r
556                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
557                 self.complain_vore = time + complain_delay_time;\r
558         }\r
559 }\r
560 \r
561 void Vore_AutoTaunt()\r
562 {\r
563         // triggers ambient vore taunts, for both pred and prey\r
564 \r
565         float taunt_time;\r
566 \r
567         // predator taunts\r
568         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
569         {\r
570                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
571                 {\r
572                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
573                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
574                 }\r
575         }\r
576         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
577         {\r
578                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
579                 SetAutoTaunt(self, 0, 0);\r
580         }\r
581 \r
582         // prey taunts\r
583         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
584         {\r
585                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
586                 {\r
587                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
588                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
589                 }\r
590         }\r
591         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
592         {\r
593                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
594                 SetAutoTaunt(self, 0, 0);\r
595         }\r
596 }\r
597 \r
598 void Vore_SetSbarRings()\r
599 {\r
600         // first clear the ring stats, then configure them if needed\r
601         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
602         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
603 \r
604         if(self.stat_eaten)\r
605         {\r
606                 if(time <= self.stomachkick_delay)\r
607                 {\r
608                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
609                         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
610                 }\r
611         }\r
612         else\r
613         {\r
614                 if(self.swallow_progress_pred)\r
615                 {\r
616                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
617                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
618                 }\r
619                 else if(time <= self.action_delay)\r
620                 {\r
621                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
622                         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
623                 }\r
624 \r
625                 if(self.swallow_progress_prey)\r
626                 {\r
627                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
628                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
629                 }\r
630                 else if(time <= self.regurgitate_prepare)\r
631                 {\r
632                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
633                         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
634                 }\r
635         }\r
636 }\r
637 \r
638 void Vore()\r
639 {\r
640         // main vore code, this is where it all happens\r
641 \r
642         if(!cvar("g_vore")) // the vore system is disabled\r
643         {\r
644                 Vore_Disconnect();\r
645                 return;\r
646         }\r
647 \r
648         Vore_AutoTaunt();\r
649 \r
650         // wash the goo away from players once they leave the stomach\r
651         if(!self.stat_eaten)\r
652         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
653         if(self.colormod)\r
654         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
655         {\r
656                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
657                 if(self.colormod_x > 1)\r
658                         self.colormod_x = 1;\r
659                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
660                 if(self.colormod_y > 1)\r
661                         self.colormod_y = 1;\r
662                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
663                 if(self.colormod_z > 1)\r
664                         self.colormod_z = 1;\r
665         }\r
666 \r
667         // set all vore stats\r
668         Vore_SetSbarRings();\r
669         if(self.fakepredator.classname == "player")\r
670                 self.stat_eaten = num_for_edict(self.fakepredator);\r
671         else if(self.predator.classname == "player")\r
672         {\r
673                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
674                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
675                 self.stat_eaten = num_for_edict(self.predator);\r
676         }\r
677         else\r
678         {\r
679                 self.stat_stomachload = self.stomach_load;\r
680                 self.stat_digesting = self.digesting;\r
681                 self.stat_eaten = 0;\r
682         }\r
683         self.stat_canleave = Vore_CanLeave();\r
684 \r
685         // don't allow a player inside a player inside another player :)\r
686         // prevent this by checking if such has happened, and taking the proper measures\r
687         // this code has a high priority and must not be stopped by any delay, so run it here\r
688         if(self.predator.stat_eaten)\r
689         {\r
690                 entity target_predator, target_predator_predator, oldself;\r
691                 target_predator = self.predator;\r
692                 target_predator_predator = self.predator.predator;\r
693 \r
694                 Vore_Regurgitate(self);\r
695 \r
696                 // now steal our prey's prey if this probability applies\r
697                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
698                 {\r
699                         oldself = self;\r
700                         self = target_predator_predator;\r
701                         if(Swallow_condition_check(oldself))\r
702                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
703                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
704                                 Vore_Swallow(oldself);\r
705                         self = oldself;\r
706                 }\r
707         }\r
708 \r
709         // the swallow progress of prey and preds idly decrease by this amount\r
710         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
711         {\r
712                 if(self.swallow_progress_pred)\r
713                 {\r
714                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
715                         if(self.swallow_progress_pred < 0)\r
716                                 self.swallow_progress_pred = 0;\r
717                 }\r
718                 if(self.swallow_progress_prey)\r
719                 {\r
720                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
721                         if(self.swallow_progress_prey < 0)\r
722                                 self.swallow_progress_prey = 0;\r
723                 }\r
724         }\r
725 \r
726         // apply delays and skip the vore system under some circumstances\r
727         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
728         {\r
729                 Vore_Disconnect();\r
730                 return;\r
731         }\r
732         if(self.spectatee_status)\r
733                 return;\r
734         if(time < self.system_delay)\r
735                 return;\r
736 \r
737 // --------------------------------\r
738 // Code that addresses predators:\r
739 // --------------------------------\r
740 \r
741         entity prey;\r
742         prey = Swallow_player_check();\r
743 \r
744         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
745         self.stat_canswallow = 0;\r
746         if(Swallow_condition_check(prey))\r
747         {\r
748                 // canswallow stat, used by the HUD\r
749                 if(teams_matter && prey.team == self.team)\r
750                         self.stat_canswallow = 2;\r
751                 else\r
752                         self.stat_canswallow = 1;\r
753 \r
754                 if(self.BUTTON_ATCK)\r
755                         Vore_SwallowStep(prey);\r
756         }\r
757         else if(prey != world)\r
758                 self.stat_canswallow = -1;\r
759 \r
760         // toggle digestion, if the player has someone in their stomach\r
761         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
762         {\r
763                 if(self.stomach_load)\r
764                 {\r
765                         if(time > self.digest_button_delay_time)\r
766                         {\r
767                                 self.digesting = !self.digesting;\r
768                                 self.digest_button_delay_time = time + button_delay_time;\r
769                         }\r
770                 }\r
771                 else if(time > self.complain_vore)\r
772                 {\r
773                         play2(self, "misc/forbidden.wav");\r
774                         sprint(self, "There is nothing to digest\n");\r
775                         self.complain_vore = time + complain_delay_time;\r
776                 }\r
777         }\r
778         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
779                 self.digesting = FALSE;\r
780 \r
781         // predator wishes to regurgitate his prey\r
782         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
783         {\r
784                 if(self.stomach_load)\r
785                 {\r
786                         if(time > self.regurgitate_button_delay_time)\r
787                         {\r
788                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
789                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
790                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
791                         }\r
792                 }\r
793                 else if(time > self.complain_vore)\r
794                 {\r
795                         play2(self, "misc/forbidden.wav");\r
796                         sprint(self, "There is nothing to regurgitate\n");\r
797                         self.complain_vore = time + complain_delay_time;\r
798                 }\r
799         }\r
800 \r
801         if(cvar("g_vore_gurglesound"))\r
802                 Vore_GurgleSound();\r
803 \r
804 // --------------------------------\r
805 // Code that addresses the prey:\r
806 // --------------------------------\r
807 \r
808         Vore_SetPreyPositions();\r
809 \r
810         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
811         if(self.fakeprey)\r
812         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
813                 Vore_DeadPrey_Detach(self);\r
814 \r
815         if(!self.stat_eaten)\r
816                 return;\r
817 \r
818         if(self.deadflag != DEAD_NO)\r
819         {\r
820                 Vore_PreyRelease(self, FALSE);\r
821                 return;\r
822         }\r
823 \r
824         if(self.predator.deadflag != DEAD_NO)\r
825                 Vore_Regurgitate(self);\r
826         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
827                 Vore_Regurgitate(self);\r
828 \r
829         // apply delayed regurgitating if it was scheduled\r
830         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
831         {\r
832                 self.predator.regurgitate_prepare = 0;\r
833                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
834                 Vore_Regurgitate(self);\r
835         }\r
836 \r
837         // execute digesting and team healing\r
838         if(self.predator.digesting == TRUE)\r
839                 Vore_Digest();\r
840         if(teams_matter && self.team == self.predator.team)\r
841         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
842                 Vore_Teamheal();\r
843 \r
844         // execute prey commands\r
845         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
846                 Vore_StomachKick();\r
847         if(self.BUTTON_JUMP)\r
848                 Vore_StomachLeave();\r
849 \r
850         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
851         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
852         kh_Key_DropAll(self, FALSE);\r
853 }