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