77e1d4cdbbd3114333d388e28c9984c0c27c4c44
[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 >= cvar("g_balance_vore_swallow_limit"))\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("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_SetCamera()\r
100 {\r
101         local entity head;\r
102         local vector oldforward, oldright, oldup;\r
103         local float position_counter;\r
104         local vector origin_apply;\r
105         oldforward = v_forward;\r
106         oldright = v_right;\r
107         oldup = v_up;\r
108 \r
109         makevectors(self.v_angle);\r
110 \r
111         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
112         // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
113         // For each player, the origin is updated, then a new origin is used for the next player.\r
114         // This requires that no more than 9 players can be in a stomach at a time!\r
115         FOR_EACH_PLAYER(head)\r
116         {\r
117                 if(head.predator == self)\r
118                 {\r
119                         switch(position_counter)\r
120                         {\r
121                                 case 0:\r
122                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
123                                         break;\r
124                                 case 1:\r
125                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
126                                         break;\r
127                                 case 2:\r
128                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
129                                         break;\r
130                                 case 3:\r
131                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
132                                         break;\r
133                                 case 4:\r
134                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
135                                         break;\r
136                                 case 5:\r
137                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
138                                         break;\r
139                                 case 6:\r
140                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
141                                         break;\r
142                                 case 7:\r
143                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
144                                         break;\r
145                                 case 8:\r
146                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
147                                         break;\r
148                                 default:\r
149                                         break;\r
150                         }\r
151                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
152                         origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
153                         origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
154                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
155                         position_counter += 1;\r
156                 }\r
157         }\r
158 \r
159         v_forward = oldforward;\r
160         v_right = oldright;\r
161         v_up = oldup;\r
162 \r
163         /*float prey_height;\r
164         if(self.fakeprey)\r
165                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
166         else\r
167                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
168         self.view_ofs_z += prey_height;*/\r
169 }\r
170 \r
171 .float gurgle_oldstomachload;\r
172 void Vore_GurgleSound()\r
173 {\r
174         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
175         {\r
176                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
177 \r
178                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
179                 self.gurgle_oldstomachload = self.stomach_load;\r
180         }\r
181 }\r
182 \r
183 void Vore_WeightApply(entity e)\r
184 {\r
185         // apply stomach weight that makes you heavier the more you eat\r
186         // slowing the player is done in cl_physics.qc\r
187 \r
188         if(e.stomach_load != e.vore_oldstomachload)\r
189                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
190         if(e.gravity == 0)\r
191                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
192         e.vore_oldstomachload = e.stomach_load;\r
193 }\r
194 \r
195 void Vore_AutoDigest(entity e)\r
196 {\r
197         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
198 \r
199         if(!cvar("g_vore_digestion") || e.digesting)\r
200                 return;\r
201         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
202                 return; // this feature is only for players, not bots\r
203         if(e.stomach_load > 1)\r
204                 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
205         if(Stomach_TeamMates_check(e))\r
206                 return; // never begin automatic digestion if we've swallowed a team mate\r
207 \r
208         e.digesting = TRUE;\r
209 }\r
210 \r
211 .entity pusher;\r
212 .float pushltime;\r
213 void Vore_Swallow(entity e)\r
214 {\r
215         // this player is being swallowed by another player, apply the proper changes\r
216 \r
217         e.vore_oldmovetype = e.movetype;\r
218         e.vore_oldsolid = e.solid;\r
219 \r
220         e.predator = self;\r
221         setorigin(e, e.predator.origin);\r
222         e.velocity = '0 0 0';\r
223         e.movetype = MOVETYPE_FOLLOW;\r
224         e.solid = SOLID_NOT;\r
225         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
226 \r
227         // drop keys (KH) and flags (CTF) when we get swallowed\r
228         kh_Key_DropAll(e, FALSE);\r
229         if(e.flagcarried)\r
230                 DropFlag(e.flagcarried, world, e.predator);\r
231 \r
232         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
233                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
234 \r
235         if(teams_matter && e.team == e.predator.team)\r
236         {\r
237                 if(cvar("g_vore_kick"))\r
238                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
239                 if(cvar("g_vore_digestion"))\r
240                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
241         }\r
242 \r
243         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
244         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
245         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
246         e.predator.stomach_load += 1;\r
247         e.predator.regurgitate_prepare = 0;\r
248         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
249         Vore_WeightApply(e.predator);\r
250         Vore_AutoDigest(e.predator);\r
251 \r
252         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
253         e.predator.weapon_delay = time + button_delay_time;\r
254         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
255         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
256         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
257 }\r
258 \r
259 void Vore_Regurgitate(entity e)\r
260 {\r
261         // this player is being regurgitated by their predator, apply the proper changes\r
262 \r
263         e.movetype = e.vore_oldmovetype;\r
264         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
265                 e.solid = e.vore_oldsolid;\r
266         e.view_ofs_z = PL_VIEW_OFS_z;\r
267 \r
268         // apply velocities\r
269         local vector oldforward, oldright, oldup;\r
270         oldforward = v_forward;\r
271         oldright = v_right;\r
272         oldup = v_up;\r
273         makevectors(e.predator.v_angle);\r
274         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
275         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
276         v_forward = oldforward;\r
277         v_right = oldright;\r
278         v_up = oldup;\r
279 \r
280         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
281         e.pushltime = time + cvar("g_maxpushtime");\r
282 \r
283         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
284         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
285         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
286         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
287         e.predator.stomach_load -= 1;\r
288         e.predator.regurgitate_prepare = 0;\r
289         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
290         Vore_WeightApply(e.predator);\r
291 \r
292         // block firing for a small amount of time, or we'll be firing the next frame\r
293         e.weapon_delay = time + button_delay_time;\r
294         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
295         e.predator = world;\r
296 }\r
297 \r
298 void Vore_DeadPrey_Configure(entity e)\r
299 {\r
300         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
301 \r
302         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
303                 return;\r
304 \r
305         // this entity is like e.predator but for dead prey, to avoid conflicts\r
306         e.fakepredator = e.predator;\r
307         e.fakeprey = TRUE;\r
308 \r
309         // first release the prey from the predator, as dead prey needs to be attached differently\r
310         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
311         e.predator.stomach_load -= 1;\r
312         Vore_WeightApply(e.predator);\r
313         e.predator = world;\r
314 \r
315         // now put our dead prey inside the predator's stomach, but only as an effect\r
316         e.movetype = MOVETYPE_FOLLOW;\r
317         e.takedamage = DAMAGE_NO;\r
318         e.solid = SOLID_NOT;\r
319         e.aiment = e.fakepredator;\r
320 }\r
321 \r
322 void Vore_DeadPrey_Detach(entity e)\r
323 {\r
324         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
325         // should only execute after Vore_DeadPrey_Configure has ran first\r
326 \r
327         if not(cvar("g_vore_keepdeadprey"))\r
328                 return;\r
329 \r
330         e.fakepredator = world;\r
331         e.fakeprey = TRUE; // keep fakeprey status\r
332         e.stat_eaten = 0;\r
333         e.aiment = world;\r
334         e.movetype = MOVETYPE_TOSS;\r
335 }\r
336 \r
337 void Vore_PreyRelease(entity e, float pred_disconnect)\r
338 {\r
339         if(pred_disconnect)\r
340         {\r
341                 if(e.fakeprey)\r
342                         Vore_DeadPrey_Detach(e);\r
343                 else\r
344                         Vore_Regurgitate(e);\r
345         }\r
346         else if(self.stat_eaten && !self.fakeprey)\r
347         {\r
348                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
349                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
350                         Vore_DeadPrey_Configure(e);\r
351                 else\r
352                         Vore_Regurgitate(e);\r
353         }\r
354 }\r
355 \r
356 void Vore_Disconnect()\r
357 {\r
358         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
359 \r
360         // prey disconnects or goes spectating while inside someone's belly\r
361         if(self.stat_eaten)\r
362                 Vore_PreyRelease(self, TRUE);\r
363 \r
364         // pred disconnects or goes spectating with players in their belly\r
365         entity head;\r
366         FOR_EACH_PLAYER(head)\r
367         {\r
368                 if(head.predator == self || head.fakepredator == self)\r
369                         Vore_PreyRelease(head, TRUE);\r
370         }\r
371         Vore_GurgleSound(); // stop the gurgling sound\r
372 \r
373         self.stomach_load = self.gravity = 0; // prevents a bug\r
374 }\r
375 \r
376 .float digestion_step;\r
377 void Vore_Digest()\r
378 {\r
379         // apply digestion to prey\r
380 \r
381         if(time > self.predator.digestion_step)\r
382         {\r
383                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
384                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
385                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
386 \r
387                 if (self.predator.digestsound_finished < time)\r
388                 {\r
389                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
390                         self.predator.digestsound_finished = time + 0.5;\r
391                 }\r
392                 self.predator.digestion_step = time + steptime;\r
393         }\r
394 \r
395         if(self.deadflag != DEAD_NO)\r
396         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
397                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
398 }\r
399 \r
400 .float teamheal_step;\r
401 void Vore_Teamheal()\r
402 {\r
403         // apply teamheal\r
404 \r
405         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
406         if(time > self.teamheal_step)\r
407         {\r
408                 self.health += cvar("g_balance_vore_teamheal");\r
409                 self.teamheal_step = time + steptime;\r
410 \r
411                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
412                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
413                 {\r
414                         play2(self, "misc/beep.wav");\r
415                         play2(self.predator, "misc/beep.wav");\r
416                 }\r
417         }\r
418 }\r
419 \r
420 void Vore_StomachKick()\r
421 {\r
422         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
423 \r
424         if(time > self.stomachkick_delay)\r
425         {\r
426                 float damage;\r
427                 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
428 \r
429                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
430                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
431                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
432                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
433 \r
434                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
435                         Vore_Regurgitate(self);\r
436 \r
437                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
438         }\r
439 }\r
440 \r
441 void Vore_StomachLeave()\r
442 {\r
443         // allows players to get out of their predator at will in some circumstances, such as team mates\r
444 \r
445         if(Vore_CanLeave())\r
446                 Vore_Regurgitate(self);\r
447         else if(time > self.complain_vore)\r
448         {\r
449                 play2(self, "misc/forbidden.wav");\r
450                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
451                 self.complain_vore = time + complain_delay_time;\r
452         }\r
453 }\r
454 \r
455 void Vore_AutoTaunt()\r
456 {\r
457         // triggers ambient vore taunts, for both pred and prey\r
458 \r
459         float taunt_time;\r
460 \r
461         // predator taunts\r
462         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
463         {\r
464                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
465                 {\r
466                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
467                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
468                 }\r
469         }\r
470         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
471         {\r
472                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
473                 SetAutoTaunt(self, 0, 0);\r
474         }\r
475 \r
476         // prey taunts\r
477         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
478         {\r
479                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
480                 {\r
481                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
482                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
483                 }\r
484         }\r
485         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
486         {\r
487                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
488                 SetAutoTaunt(self, 0, 0);\r
489         }\r
490 }\r
491 \r
492 void Vore_SetSbarRings()\r
493 {\r
494         // first clear the ring stats, then configure them if needed\r
495         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
496         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
497 \r
498         if(self.stat_eaten)\r
499         {\r
500                 if(time <= self.stomachkick_delay)\r
501                 {\r
502                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
503                         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
504                 }\r
505         }\r
506         else\r
507         {\r
508                 if(time <= self.action_delay)\r
509                 {\r
510                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
511                         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
512                 }\r
513                 if(time <= self.regurgitate_prepare)\r
514                 {\r
515                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
516                         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
517                 }\r
518         }\r
519 }\r
520 \r
521 void Vore()\r
522 {\r
523         // main vore code, this is where it all happens\r
524 \r
525         if(!cvar("g_vore")) // the vore system is disabled\r
526         {\r
527                 Vore_Disconnect();\r
528                 return;\r
529         }\r
530 \r
531         Vore_AutoTaunt();\r
532 \r
533         // wash the goo away from players once they leave the stomach\r
534         if(!self.stat_eaten)\r
535         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
536         if(self.colormod)\r
537         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
538         {\r
539                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
540                 if(self.colormod_x > 1)\r
541                         self.colormod_x = 1;\r
542                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
543                 if(self.colormod_y > 1)\r
544                         self.colormod_y = 1;\r
545                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
546                 if(self.colormod_z > 1)\r
547                         self.colormod_z = 1;\r
548         }\r
549 \r
550         // set all vore stats\r
551         Vore_SetSbarRings();\r
552         if(self.fakepredator.classname == "player")\r
553                 self.stat_eaten = num_for_edict(self.fakepredator);\r
554         else if(self.predator.classname == "player")\r
555         {\r
556                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
557                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
558                 self.stat_eaten = num_for_edict(self.predator);\r
559         }\r
560         else\r
561         {\r
562                 self.stat_stomachload = self.stomach_load;\r
563                 self.stat_digesting = self.digesting;\r
564                 self.stat_eaten = 0;\r
565         }\r
566         self.stat_canleave = Vore_CanLeave();\r
567 \r
568         // don't allow a player inside a player inside another player :)\r
569         // prevent this by checking if such has happened, and taking the proper measures\r
570         // this code has a high priority and must not be stopped by any delay, so run it here\r
571         if(self.predator.stat_eaten)\r
572         {\r
573                 entity target_predator, target_predator_predator, oldself;\r
574                 target_predator = self.predator;\r
575                 target_predator_predator = self.predator.predator;\r
576 \r
577                 Vore_Regurgitate(self);\r
578 \r
579                 // now steal our prey's prey if this probability applies\r
580                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
581                 {\r
582                         oldself = self;\r
583                         self = target_predator_predator;\r
584                         if(Swallow_condition_check(oldself))\r
585                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
586                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
587                                 Vore_Swallow(oldself);\r
588                         self = oldself;\r
589                 }\r
590         }\r
591 \r
592         // apply delays and skip the vore system under some circumstances\r
593         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
594         {\r
595                 Vore_Disconnect();\r
596                 return;\r
597         }\r
598         if(self.spectatee_status)\r
599                 return;\r
600         if(time < self.system_delay)\r
601                 return;\r
602 \r
603 // --------------------------------\r
604 // Code that addresses predators:\r
605 // --------------------------------\r
606 \r
607         entity prey;\r
608         prey = Swallow_player_check();\r
609 \r
610         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
611         self.stat_canswallow = 0;\r
612         if(Swallow_condition_check(prey))\r
613         {\r
614                 // canswallow stat, used by the HUD\r
615                 if(teams_matter && prey.team == self.team)\r
616                         self.stat_canswallow = 2;\r
617                 else\r
618                         self.stat_canswallow = 1;\r
619 \r
620                 if(self.BUTTON_ATCK)\r
621                         Vore_Swallow(prey);\r
622         }\r
623         else if(prey != world)\r
624                 self.stat_canswallow = -1;\r
625 \r
626         // toggle digestion, if the player has someone in their stomach\r
627         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
628         {\r
629                 if(self.stomach_load)\r
630                 {\r
631                         if(time > self.digest_button_delay_time)\r
632                         {\r
633                                 self.digesting = !self.digesting;\r
634                                 self.digest_button_delay_time = time + button_delay_time;\r
635                         }\r
636                 }\r
637                 else if(time > self.complain_vore)\r
638                 {\r
639                         play2(self, "misc/forbidden.wav");\r
640                         sprint(self, "There is nothing to digest\n");\r
641                         self.complain_vore = time + complain_delay_time;\r
642                 }\r
643         }\r
644         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
645                 self.digesting = FALSE;\r
646 \r
647         // predator wishes to regurgitate his prey\r
648         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
649         {\r
650                 if(self.stomach_load)\r
651                 {\r
652                         if(time > self.regurgitate_button_delay_time)\r
653                         {\r
654                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
655                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
656                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
657                         }\r
658                 }\r
659                 else if(time > self.complain_vore)\r
660                 {\r
661                         play2(self, "misc/forbidden.wav");\r
662                         sprint(self, "There is nothing to regurgitate\n");\r
663                         self.complain_vore = time + complain_delay_time;\r
664                 }\r
665         }\r
666 \r
667         if(cvar("g_vore_gurglesound"))\r
668                 Vore_GurgleSound();\r
669 \r
670 // --------------------------------\r
671 // Code that addresses the prey:\r
672 // --------------------------------\r
673 \r
674         Vore_SetCamera();\r
675 \r
676         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
677         if(self.fakeprey)\r
678         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
679                 Vore_DeadPrey_Detach(self);\r
680 \r
681         if(!self.stat_eaten)\r
682                 return;\r
683 \r
684         if(self.deadflag != DEAD_NO)\r
685         {\r
686                 Vore_PreyRelease(self, FALSE);\r
687                 return;\r
688         }\r
689 \r
690         if(self.predator.deadflag != DEAD_NO)\r
691                 Vore_Regurgitate(self);\r
692         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
693                 Vore_Regurgitate(self);\r
694 \r
695         // apply delayed regurgitating if it was scheduled\r
696         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
697         {\r
698                 self.predator.regurgitate_prepare = 0;\r
699                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
700                 Vore_Regurgitate(self);\r
701         }\r
702 \r
703         // execute digesting and team healing\r
704         if(self.predator.digesting == TRUE)\r
705                 Vore_Digest();\r
706         if(teams_matter && self.team == self.predator.team)\r
707         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
708                 Vore_Teamheal();\r
709 \r
710         // execute prey commands\r
711         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
712                 Vore_StomachKick();\r
713         if(self.BUTTON_JUMP)\r
714                 Vore_StomachLeave();\r
715 \r
716         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
717         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
718         kh_Key_DropAll(self, FALSE);\r
719 }