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Re-integrate prey view offset based on scale with the new prey positioning code
[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_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 oldforward, oldright, oldup;\r
105         local vector origin_apply;\r
106         local float position_counter;\r
107 \r
108         oldforward = v_forward;\r
109         oldright = v_right;\r
110         oldup = v_up;\r
111         makevectors(self.v_angle);\r
112 \r
113         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
114         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
115         // For each player, the origin is updated, then a new origin is used for the next player.\r
116         // This requires that no more than 9 players may be in the stomach at a time!\r
117         FOR_EACH_PLAYER(head)\r
118         {\r
119                 if(head.predator == self)\r
120                 {\r
121                         switch(position_counter)\r
122                         {\r
123                                 case 0:\r
124                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
125                                         break;\r
126                                 case 1:\r
127                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
128                                         break;\r
129                                 case 2:\r
130                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
131                                         break;\r
132                                 case 3:\r
133                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
134                                         break;\r
135                                 case 4:\r
136                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
137                                         break;\r
138                                 case 5:\r
139                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
140                                         break;\r
141                                 case 6:\r
142                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
143                                         break;\r
144                                 case 7:\r
145                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
146                                         break;\r
147                                 case 8:\r
148                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
149                                         break;\r
150                                 default:\r
151                                         break;\r
152                         }\r
153 \r
154                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
155                         origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
156                         origin_apply_y *= v_forward_y; // position depends on the predator's rotation\r
157                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
158 \r
159                         // change prey height based on scale\r
160                         float prey_height;\r
161                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
162                         head.view_ofs_z += prey_height;\r
163 \r
164                         position_counter += 1;\r
165                 }\r
166         }\r
167 \r
168         v_forward = oldforward;\r
169         v_right = oldright;\r
170         v_up = oldup;\r
171 }\r
172 \r
173 .float gurgle_oldstomachload;\r
174 void Vore_GurgleSound()\r
175 {\r
176         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
177         {\r
178                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
179 \r
180                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
181                 self.gurgle_oldstomachload = self.stomach_load;\r
182         }\r
183 }\r
184 \r
185 void Vore_WeightApply(entity e)\r
186 {\r
187         // apply stomach weight that makes you heavier the more you eat\r
188         // slowing the player is done in cl_physics.qc\r
189 \r
190         if(e.stomach_load != e.vore_oldstomachload)\r
191                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
192         if(e.gravity == 0)\r
193                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
194         e.vore_oldstomachload = e.stomach_load;\r
195 }\r
196 \r
197 void Vore_AutoDigest(entity e)\r
198 {\r
199         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
200 \r
201         if(!cvar("g_vore_digestion") || e.digesting)\r
202                 return;\r
203         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
204                 return; // this feature is only for players, not bots\r
205         if(e.stomach_load > 1)\r
206                 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
207         if(Stomach_TeamMates_check(e))\r
208                 return; // never begin automatic digestion if we've swallowed a team mate\r
209 \r
210         e.digesting = TRUE;\r
211 }\r
212 \r
213 .entity pusher;\r
214 .float pushltime;\r
215 void Vore_Swallow(entity e)\r
216 {\r
217         // this player is being swallowed by another player, apply the proper changes\r
218 \r
219         e.vore_oldmovetype = e.movetype;\r
220         e.vore_oldsolid = e.solid;\r
221 \r
222         e.predator = self;\r
223         setorigin(e, e.predator.origin);\r
224         e.velocity = '0 0 0';\r
225         e.movetype = MOVETYPE_FOLLOW;\r
226         e.solid = SOLID_NOT;\r
227         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
228 \r
229         // drop keys (KH) and flags (CTF) when we get swallowed\r
230         kh_Key_DropAll(e, FALSE);\r
231         if(e.flagcarried)\r
232                 DropFlag(e.flagcarried, world, e.predator);\r
233 \r
234         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
235                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
236 \r
237         if(teams_matter && e.team == e.predator.team)\r
238         {\r
239                 if(cvar("g_vore_kick"))\r
240                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
241                 if(cvar("g_vore_digestion"))\r
242                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
243         }\r
244 \r
245         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
246         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
247         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
248         e.predator.stomach_load += 1;\r
249         e.predator.regurgitate_prepare = 0;\r
250         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
251         Vore_WeightApply(e.predator);\r
252         Vore_AutoDigest(e.predator);\r
253 \r
254         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
255         e.predator.weapon_delay = time + button_delay_time;\r
256         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
257         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
258         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
259 }\r
260 \r
261 void Vore_Regurgitate(entity e)\r
262 {\r
263         // this player is being regurgitated by their predator, apply the proper changes\r
264 \r
265         e.movetype = e.vore_oldmovetype;\r
266         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
267                 e.solid = e.vore_oldsolid;\r
268         e.view_ofs_z = PL_VIEW_OFS_z;\r
269 \r
270         // apply velocities\r
271         local vector oldforward, oldright, oldup;\r
272         oldforward = v_forward;\r
273         oldright = v_right;\r
274         oldup = v_up;\r
275         makevectors(e.predator.v_angle);\r
276         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
277         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
278         v_forward = oldforward;\r
279         v_right = oldright;\r
280         v_up = oldup;\r
281 \r
282         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
283         e.pushltime = time + cvar("g_maxpushtime");\r
284 \r
285         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
286         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
287         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
288         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
289         e.predator.stomach_load -= 1;\r
290         e.predator.regurgitate_prepare = 0;\r
291         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
292         Vore_WeightApply(e.predator);\r
293 \r
294         // block firing for a small amount of time, or we'll be firing the next frame\r
295         e.weapon_delay = time + button_delay_time;\r
296         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
297         e.predator = world;\r
298 }\r
299 \r
300 void Vore_DeadPrey_Configure(entity e)\r
301 {\r
302         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
303 \r
304         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
305                 return;\r
306 \r
307         // this entity is like e.predator but for dead prey, to avoid conflicts\r
308         e.fakepredator = e.predator;\r
309         e.fakeprey = TRUE;\r
310 \r
311         // first release the prey from the predator, as dead prey needs to be attached differently\r
312         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
313         e.predator.stomach_load -= 1;\r
314         Vore_WeightApply(e.predator);\r
315         e.predator = world;\r
316 \r
317         // now put our dead prey inside the predator's stomach, but only as an effect\r
318         e.movetype = MOVETYPE_FOLLOW;\r
319         e.takedamage = DAMAGE_NO;\r
320         e.solid = SOLID_NOT;\r
321         e.aiment = e.fakepredator;\r
322 }\r
323 \r
324 void Vore_DeadPrey_Detach(entity e)\r
325 {\r
326         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
327         // should only execute after Vore_DeadPrey_Configure has ran first\r
328 \r
329         if not(cvar("g_vore_keepdeadprey"))\r
330                 return;\r
331 \r
332         e.fakepredator = world;\r
333         e.fakeprey = TRUE; // keep fakeprey status\r
334         e.stat_eaten = 0;\r
335         e.aiment = world;\r
336         e.movetype = MOVETYPE_TOSS;\r
337 }\r
338 \r
339 void Vore_PreyRelease(entity e, float pred_disconnect)\r
340 {\r
341         if(pred_disconnect)\r
342         {\r
343                 if(e.fakeprey)\r
344                         Vore_DeadPrey_Detach(e);\r
345                 else\r
346                         Vore_Regurgitate(e);\r
347         }\r
348         else if(self.stat_eaten && !self.fakeprey)\r
349         {\r
350                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
351                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
352                         Vore_DeadPrey_Configure(e);\r
353                 else\r
354                         Vore_Regurgitate(e);\r
355         }\r
356 }\r
357 \r
358 void Vore_Disconnect()\r
359 {\r
360         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
361 \r
362         // prey disconnects or goes spectating while inside someone's belly\r
363         if(self.stat_eaten)\r
364                 Vore_PreyRelease(self, TRUE);\r
365 \r
366         // pred disconnects or goes spectating with players in their belly\r
367         entity head;\r
368         FOR_EACH_PLAYER(head)\r
369         {\r
370                 if(head.predator == self || head.fakepredator == self)\r
371                         Vore_PreyRelease(head, TRUE);\r
372         }\r
373         Vore_GurgleSound(); // stop the gurgling sound\r
374 \r
375         self.stomach_load = self.gravity = 0; // prevents a bug\r
376 }\r
377 \r
378 .float digestion_step;\r
379 void Vore_Digest()\r
380 {\r
381         // apply digestion to prey\r
382 \r
383         if(time > self.predator.digestion_step)\r
384         {\r
385                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
386                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
387                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
388 \r
389                 if (self.predator.digestsound_finished < time)\r
390                 {\r
391                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
392                         self.predator.digestsound_finished = time + 0.5;\r
393                 }\r
394                 self.predator.digestion_step = time + steptime;\r
395         }\r
396 \r
397         if(self.deadflag != DEAD_NO)\r
398         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
399                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
400 }\r
401 \r
402 .float teamheal_step;\r
403 void Vore_Teamheal()\r
404 {\r
405         // apply teamheal\r
406 \r
407         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
408         if(time > self.teamheal_step)\r
409         {\r
410                 self.health += cvar("g_balance_vore_teamheal");\r
411                 self.teamheal_step = time + steptime;\r
412 \r
413                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
414                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
415                 {\r
416                         play2(self, "misc/beep.wav");\r
417                         play2(self.predator, "misc/beep.wav");\r
418                 }\r
419         }\r
420 }\r
421 \r
422 void Vore_StomachKick()\r
423 {\r
424         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
425 \r
426         if(time > self.stomachkick_delay)\r
427         {\r
428                 float damage;\r
429                 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
430 \r
431                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
432                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
433                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
434                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
435 \r
436                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
437                         Vore_Regurgitate(self);\r
438 \r
439                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
440         }\r
441 }\r
442 \r
443 void Vore_StomachLeave()\r
444 {\r
445         // allows players to get out of their predator at will in some circumstances, such as team mates\r
446 \r
447         if(Vore_CanLeave())\r
448                 Vore_Regurgitate(self);\r
449         else if(time > self.complain_vore)\r
450         {\r
451                 play2(self, "misc/forbidden.wav");\r
452                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
453                 self.complain_vore = time + complain_delay_time;\r
454         }\r
455 }\r
456 \r
457 void Vore_AutoTaunt()\r
458 {\r
459         // triggers ambient vore taunts, for both pred and prey\r
460 \r
461         float taunt_time;\r
462 \r
463         // predator taunts\r
464         if(self.stomach_load && !Stomach_TeamMates_check(self))\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_VOREPRED);\r
470                 }\r
471         }\r
472         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
473         {\r
474                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
475                 SetAutoTaunt(self, 0, 0);\r
476         }\r
477 \r
478         // prey taunts\r
479         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
480         {\r
481                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
482                 {\r
483                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
484                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
485                 }\r
486         }\r
487         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
488         {\r
489                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
490                 SetAutoTaunt(self, 0, 0);\r
491         }\r
492 }\r
493 \r
494 void Vore_SetSbarRings()\r
495 {\r
496         // first clear the ring stats, then configure them if needed\r
497         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
498         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
499 \r
500         if(self.stat_eaten)\r
501         {\r
502                 if(time <= self.stomachkick_delay)\r
503                 {\r
504                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
505                         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
506                 }\r
507         }\r
508         else\r
509         {\r
510                 if(time <= self.action_delay)\r
511                 {\r
512                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
513                         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
514                 }\r
515                 if(time <= self.regurgitate_prepare)\r
516                 {\r
517                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
518                         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
519                 }\r
520         }\r
521 }\r
522 \r
523 void Vore()\r
524 {\r
525         // main vore code, this is where it all happens\r
526 \r
527         if(!cvar("g_vore")) // the vore system is disabled\r
528         {\r
529                 Vore_Disconnect();\r
530                 return;\r
531         }\r
532 \r
533         Vore_AutoTaunt();\r
534 \r
535         // wash the goo away from players once they leave the stomach\r
536         if(!self.stat_eaten)\r
537         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
538         if(self.colormod)\r
539         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
540         {\r
541                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
542                 if(self.colormod_x > 1)\r
543                         self.colormod_x = 1;\r
544                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
545                 if(self.colormod_y > 1)\r
546                         self.colormod_y = 1;\r
547                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
548                 if(self.colormod_z > 1)\r
549                         self.colormod_z = 1;\r
550         }\r
551 \r
552         // set all vore stats\r
553         Vore_SetSbarRings();\r
554         if(self.fakepredator.classname == "player")\r
555                 self.stat_eaten = num_for_edict(self.fakepredator);\r
556         else if(self.predator.classname == "player")\r
557         {\r
558                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
559                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
560                 self.stat_eaten = num_for_edict(self.predator);\r
561         }\r
562         else\r
563         {\r
564                 self.stat_stomachload = self.stomach_load;\r
565                 self.stat_digesting = self.digesting;\r
566                 self.stat_eaten = 0;\r
567         }\r
568         self.stat_canleave = Vore_CanLeave();\r
569 \r
570         // don't allow a player inside a player inside another player :)\r
571         // prevent this by checking if such has happened, and taking the proper measures\r
572         // this code has a high priority and must not be stopped by any delay, so run it here\r
573         if(self.predator.stat_eaten)\r
574         {\r
575                 entity target_predator, target_predator_predator, oldself;\r
576                 target_predator = self.predator;\r
577                 target_predator_predator = self.predator.predator;\r
578 \r
579                 Vore_Regurgitate(self);\r
580 \r
581                 // now steal our prey's prey if this probability applies\r
582                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
583                 {\r
584                         oldself = self;\r
585                         self = target_predator_predator;\r
586                         if(Swallow_condition_check(oldself))\r
587                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
588                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
589                                 Vore_Swallow(oldself);\r
590                         self = oldself;\r
591                 }\r
592         }\r
593 \r
594         // apply delays and skip the vore system under some circumstances\r
595         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
596         {\r
597                 Vore_Disconnect();\r
598                 return;\r
599         }\r
600         if(self.spectatee_status)\r
601                 return;\r
602         if(time < self.system_delay)\r
603                 return;\r
604 \r
605 // --------------------------------\r
606 // Code that addresses predators:\r
607 // --------------------------------\r
608 \r
609         entity prey;\r
610         prey = Swallow_player_check();\r
611 \r
612         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
613         self.stat_canswallow = 0;\r
614         if(Swallow_condition_check(prey))\r
615         {\r
616                 // canswallow stat, used by the HUD\r
617                 if(teams_matter && prey.team == self.team)\r
618                         self.stat_canswallow = 2;\r
619                 else\r
620                         self.stat_canswallow = 1;\r
621 \r
622                 if(self.BUTTON_ATCK)\r
623                         Vore_Swallow(prey);\r
624         }\r
625         else if(prey != world)\r
626                 self.stat_canswallow = -1;\r
627 \r
628         // toggle digestion, if the player has someone in their stomach\r
629         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
630         {\r
631                 if(self.stomach_load)\r
632                 {\r
633                         if(time > self.digest_button_delay_time)\r
634                         {\r
635                                 self.digesting = !self.digesting;\r
636                                 self.digest_button_delay_time = time + button_delay_time;\r
637                         }\r
638                 }\r
639                 else if(time > self.complain_vore)\r
640                 {\r
641                         play2(self, "misc/forbidden.wav");\r
642                         sprint(self, "There is nothing to digest\n");\r
643                         self.complain_vore = time + complain_delay_time;\r
644                 }\r
645         }\r
646         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
647                 self.digesting = FALSE;\r
648 \r
649         // predator wishes to regurgitate his prey\r
650         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
651         {\r
652                 if(self.stomach_load)\r
653                 {\r
654                         if(time > self.regurgitate_button_delay_time)\r
655                         {\r
656                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
657                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
658                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
659                         }\r
660                 }\r
661                 else if(time > self.complain_vore)\r
662                 {\r
663                         play2(self, "misc/forbidden.wav");\r
664                         sprint(self, "There is nothing to regurgitate\n");\r
665                         self.complain_vore = time + complain_delay_time;\r
666                 }\r
667         }\r
668 \r
669         if(cvar("g_vore_gurglesound"))\r
670                 Vore_GurgleSound();\r
671 \r
672 // --------------------------------\r
673 // Code that addresses the prey:\r
674 // --------------------------------\r
675 \r
676         Vore_SetPreyPositions();\r
677 \r
678         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
679         if(self.fakeprey)\r
680         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
681                 Vore_DeadPrey_Detach(self);\r
682 \r
683         if(!self.stat_eaten)\r
684                 return;\r
685 \r
686         if(self.deadflag != DEAD_NO)\r
687         {\r
688                 Vore_PreyRelease(self, FALSE);\r
689                 return;\r
690         }\r
691 \r
692         if(self.predator.deadflag != DEAD_NO)\r
693                 Vore_Regurgitate(self);\r
694         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
695                 Vore_Regurgitate(self);\r
696 \r
697         // apply delayed regurgitating if it was scheduled\r
698         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
699         {\r
700                 self.predator.regurgitate_prepare = 0;\r
701                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
702                 Vore_Regurgitate(self);\r
703         }\r
704 \r
705         // execute digesting and team healing\r
706         if(self.predator.digesting == TRUE)\r
707                 Vore_Digest();\r
708         if(teams_matter && self.team == self.predator.team)\r
709         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
710                 Vore_Teamheal();\r
711 \r
712         // execute prey commands\r
713         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
714                 Vore_StomachKick();\r
715         if(self.BUTTON_JUMP)\r
716                 Vore_StomachLeave();\r
717 \r
718         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
719         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
720         kh_Key_DropAll(self, FALSE);\r
721 }