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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         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         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
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore)\r
39                         {\r
40                                 play2(self, "misc/unavailable.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore)\r
50                         {\r
51                                 play2(self, "misc/unavailable.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore)\r
62                         {\r
63                                 play2(self, "misc/unavailable.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 return TRUE;\r
71         }\r
72         return FALSE;\r
73 }\r
74 \r
75 float Vore_CanLeave()\r
76 {\r
77         if(self.predator.classname == "player")\r
78         {\r
79                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
80                         return TRUE;\r
81                 if(teams_matter && self.team == self.predator.team)\r
82                         return TRUE;\r
83                 if(g_rpg && cvar("g_rpg_canleave"))\r
84                         return TRUE;\r
85         }\r
86         return FALSE;\r
87 }\r
88 \r
89 // make the camera smoothly lower itself when we get swallowed\r
90 // 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
91 .float cameraeffect_current, cameraeffect_target;\r
92 void Vore_CameraEffect_Set(entity e)\r
93 {\r
94         e.cameraeffect_current = 1;\r
95         e.cameraeffect_target = 2;\r
96 }\r
97 void Vore_CameraEffect_Apply()\r
98 {\r
99         if(self.predator.classname != "player")\r
100                 return;\r
101 \r
102         if(self.cvar_cl_vore_cameraspeed)\r
103         {\r
104                 local float step;\r
105                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
106 \r
107                 // not sure if these maths are good, as the effect should be smoother\r
108                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
109                         self.cameraeffect_current -= step;\r
110                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
111                         self.cameraeffect_current += step;\r
112         }\r
113         else\r
114                 self.cameraeffect_current = self.cameraeffect_target;\r
115 \r
116         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
117 }\r
118 \r
119 .float gurgle_oldstomachload;\r
120 void Vore_GurgleSound()\r
121 {\r
122         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
123         {\r
124                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
125 \r
126                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
127                 self.gurgle_oldstomachload = self.stomach_load;\r
128         }\r
129 }\r
130 \r
131 void Vore_WeightApply(entity e)\r
132 {\r
133         // apply stomach weight that makes you heavier the more you eat\r
134         // slowing the player is done in cl_physics.qc\r
135 \r
136         if(e.stomach_load != e.vore_oldstomachload)\r
137                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
138         if(e.gravity == 0)\r
139                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
140         e.vore_oldstomachload = e.stomach_load;\r
141 }\r
142 \r
143 void Vore_AutoDigest(entity e)\r
144 {\r
145         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
146 \r
147         if not(cvar("g_vore_digestion"))\r
148                 return;\r
149         if not(e.cvar_cl_vore_autodigest)\r
150                 return;\r
151         if(clienttype(e) != CLIENTTYPE_REAL)\r
152                 return; // this feature is only for players\r
153 \r
154         entity head;\r
155         if(teams_matter)\r
156         {\r
157                 FOR_EACH_PLAYER(head)\r
158                 {\r
159                         // never begin automatic digestion if we've swallowed a team mate\r
160                         if(head.predator == e && head.team == e.team)\r
161                                 return;\r
162                 }\r
163         }\r
164 \r
165         e.digesting = TRUE;\r
166 }\r
167 \r
168 .entity pusher;\r
169 .float pushltime;\r
170 void Vore_Swallow(entity e)\r
171 {\r
172         // this player is being swallowed by another player, apply the proper changes\r
173 \r
174         e.vore_oldmovetype = e.movetype;\r
175         e.vore_oldsolid = e.solid;\r
176 \r
177         e.predator = self;\r
178         setorigin(e, e.predator.origin);\r
179         e.velocity = '0 0 0';\r
180         e.movetype = MOVETYPE_FOLLOW;\r
181         e.solid = SOLID_NOT;\r
182         e.alpha = -1; // best way of hiding the eaten player\r
183         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
184 \r
185         // drop keys (KH) and flags (CTF) when we get swallowed\r
186         kh_Key_DropAll(e, FALSE);\r
187         if(e.flagcarried)\r
188                 DropFlag(e.flagcarried, world, e.predator);\r
189 \r
190         Vore_CameraEffect_Set(e);\r
191 \r
192         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
193                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
194 \r
195         if(teams_matter && e.team == e.predator.team)\r
196         {\r
197                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
198                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
199         }\r
200 \r
201         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
202         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
203         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
204         e.predator.stomach_load += 1;\r
205         e.predator.regurgitate_prepare = 0;\r
206         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
207         Vore_WeightApply(e.predator);\r
208         Vore_AutoDigest(e.predator);\r
209 \r
210         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
211         e.predator.weapon_delay = time + button_delay_time;\r
212         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
213         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
214 }\r
215 \r
216 void Vore_Regurgitate(entity e)\r
217 {\r
218         // this player is being regurgitated by their predator, apply the proper changes\r
219 \r
220         e.movetype = e.vore_oldmovetype;\r
221         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
222                 e.solid = e.vore_oldsolid;\r
223         e.view_ofs_z = PL_VIEW_OFS_z;\r
224         e.alpha = default_player_alpha;\r
225 \r
226         // apply velocities\r
227         local vector oldforward, oldright, oldup;\r
228         oldforward = v_forward;\r
229         oldright = v_right;\r
230         oldup = v_up;\r
231         makevectors(e.predator.v_angle);\r
232         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
233         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
234         v_forward = oldforward;\r
235         v_right = oldright;\r
236         v_up = oldup;\r
237 \r
238         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
239         e.pushltime = time + cvar("g_maxpushtime");\r
240 \r
241         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
242         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
243         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
244         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
245         e.predator.stomach_load -= 1;\r
246         e.predator.regurgitate_prepare = 0;\r
247         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
248         Vore_WeightApply(e.predator);\r
249 \r
250         // block firing for a small amount of time, or we'll be firing the next frame\r
251         e.weapon_delay = time + button_delay_time;\r
252         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
253         e.predator = world;\r
254 }\r
255 \r
256 void Vore_DeadPrey_Configure(entity e)\r
257 {\r
258         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
259 \r
260         if(e.fakeprey || e.predator.classname != "player") // already configured\r
261                 return;\r
262 \r
263         // this entity is like e.predator but for dead prey, to avoid conflicts\r
264         e.fakepredator = e.predator;\r
265         e.fakeprey = TRUE;\r
266 \r
267         // first release the prey from the predator, as dead prey needs to be attached differently\r
268         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
269         e.predator.stomach_load -= 1;\r
270         Vore_WeightApply(e.predator);\r
271         e.predator = world;\r
272 \r
273         // now put our dead prey inside the predator's stomach, but only as an effect\r
274         e.movetype = MOVETYPE_FOLLOW;\r
275         e.takedamage = DAMAGE_NO;\r
276         e.solid = SOLID_NOT;\r
277         e.aiment = e.fakepredator;\r
278 \r
279         // completely remove the dead body\r
280         e.alpha = -1;\r
281 }\r
282 \r
283 void Vore_DeadPrey_Detach(entity e)\r
284 {\r
285         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
286         // should only execute after Vore_DeadPrey_Configure has ran first\r
287 \r
288         if not(cvar("g_vore_keepdeadprey"))\r
289                 return;\r
290 \r
291         e.fakepredator = world;\r
292         e.aiment = world;\r
293 \r
294         if(!e.deadflag)\r
295                 e.fakeprey = FALSE;\r
296 }\r
297 \r
298 void Vore_PreyRelease(entity e)\r
299 {\r
300         // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
301         if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
302         {\r
303                 Vore_DeadPrey_Configure(e);\r
304 \r
305                 // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
306                 if(e.fakepredator.classname != "player")\r
307                         Vore_DeadPrey_Detach(e);\r
308         }\r
309         else\r
310                 Vore_Regurgitate(e);\r
311 }\r
312 \r
313 void Vore_Disconnect()\r
314 {\r
315         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
316 \r
317         // prey disconnects or goes spectating while inside someone's belly\r
318         if(self.predator.classname == "player")\r
319                 Vore_PreyRelease(self);\r
320 \r
321         // pred disconnects or goes spectating with players in their belly\r
322         else if(self.stomach_load > 0)\r
323         {\r
324                 entity head;\r
325                 FOR_EACH_PLAYER(head)\r
326                 {\r
327                         if(head.predator == self)\r
328                                 Vore_PreyRelease(head);\r
329                 }\r
330                 Vore_GurgleSound(); // stop the gurgling sound\r
331         }\r
332 \r
333         self.stomach_load = self.gravity = 0; // prevents a bug\r
334 }\r
335 \r
336 .float digestion_step;\r
337 void Vore_Digest()\r
338 {\r
339         // apply digestion to prey\r
340 \r
341         if(time > self.predator.digestion_step)\r
342         {\r
343                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
344                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
345                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
346 \r
347                 if (self.predator.digestsound_finished < time)\r
348                 {\r
349                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
350                         self.predator.digestsound_finished = time + 0.5;\r
351                 }\r
352                 self.predator.digestion_step = time + steptime;\r
353         }\r
354 \r
355         if(self.health <= 0)\r
356         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
357                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
358 }\r
359 \r
360 .float teamheal_step;\r
361 void Vore_Teamheal()\r
362 {\r
363         // apply teamheal\r
364 \r
365         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
366         if(time > self.teamheal_step)\r
367         {\r
368                 self.health += cvar("g_balance_vore_teamheal");\r
369                 self.teamheal_step = time + steptime;\r
370         }\r
371 }\r
372 \r
373 .float stomachkick_delay;\r
374 void Vore_StomachKick()\r
375 {\r
376         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
377 \r
378         if(time > self.stomachkick_delay)\r
379         {\r
380                 float damage;\r
381                 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
382                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
383                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
384 \r
385                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
386                         Vore_Regurgitate(self);\r
387 \r
388                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
389         }\r
390 }\r
391 \r
392 void Vore_StomachLeave()\r
393 {\r
394         // allows players to get out of their predator at will in some circumstances, such as team mates\r
395 \r
396         if(Vore_CanLeave())\r
397                 Vore_Regurgitate(self);\r
398         else if(time > self.complain_vore)\r
399         {\r
400                 play2(self, "misc/unavailable.wav");\r
401                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
402                 self.complain_vore = time + complain_delay_time;\r
403         }\r
404 }\r
405 \r
406 void Vore()\r
407 {\r
408         // main vore code, this is where it all happens\r
409 \r
410         if(!cvar("g_vore")) // the vore system is disabled\r
411         {\r
412                 Vore_Disconnect();\r
413                 return;\r
414         }\r
415 \r
416         // wash the goo away from players once they leave the stomach\r
417         if(self.predator.classname != "player")\r
418         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
419         if(self.colormod)\r
420         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
421         {\r
422                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
423                 if(self.colormod_x > 1)\r
424                         self.colormod_x = 1;\r
425                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
426                 if(self.colormod_y > 1)\r
427                         self.colormod_y = 1;\r
428                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
429                 if(self.colormod_z > 1)\r
430                         self.colormod_z = 1;\r
431         }\r
432 \r
433         // set all vore related stats\r
434         if(self.predator.classname == "player")\r
435         {\r
436                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
437                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
438                 self.stat_eaten = num_for_edict(self.predator);\r
439         }\r
440         else\r
441         {\r
442                 self.stat_stomachload = self.stomach_load;\r
443                 self.stat_digesting = self.digesting;\r
444                 self.stat_eaten = 0;\r
445         }\r
446         self.stat_canleave = Vore_CanLeave();\r
447 \r
448         // don't allow a player inside a player inside another player :)\r
449         // prevent this by checking if such has happened, and taking the proper measures\r
450         // this code has a high priority and must not be stopped by any delay, so run it here\r
451         if(self.predator.predator.classname == "player")\r
452         {\r
453                 entity target_predator, target_predator_predator, oldself;\r
454                 target_predator = self.predator;\r
455                 target_predator_predator = self.predator.predator;\r
456 \r
457                 Vore_Regurgitate(self);\r
458 \r
459                 // now steal our prey's prey if this probability applies\r
460                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
461                 {\r
462                         oldself = self;\r
463                         self = target_predator_predator;\r
464                         if(Swallow_condition_check(oldself))\r
465                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
466                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
467                                 Vore_Swallow(oldself);\r
468                         self = oldself;\r
469                 }\r
470         }\r
471 \r
472         // apply delays and skip the vore system under some circumstances\r
473         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
474         {\r
475                 Vore_Disconnect();\r
476                 return;\r
477         }\r
478         if(self.spectatee_status)\r
479                 return;\r
480         if(time < self.system_delay)\r
481                 return;\r
482 \r
483 // --------------------------------\r
484 // Code that addresses predators:\r
485 // --------------------------------\r
486 \r
487         entity prey;\r
488         prey = Swallow_player_check();\r
489 \r
490         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
491         if(self.BUTTON_ATCK)\r
492         if(Swallow_condition_check(prey))\r
493                 Vore_Swallow(prey);\r
494 \r
495         // toggle digestion, if the player has someone in their stomach\r
496         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
497         {\r
498                 if(self.stomach_load)\r
499                 {\r
500                         if(time > self.digest_button_delay_time)\r
501                         {\r
502                                 self.digesting = !self.digesting;\r
503                                 self.digest_button_delay_time = time + button_delay_time;\r
504                         }\r
505                 }\r
506                 else if(time > self.complain_vore)\r
507                 {\r
508                         play2(self, "misc/unavailable.wav");\r
509                         sprint(self, "There is nothing to digest\n");\r
510                         self.complain_vore = time + complain_delay_time;\r
511                 }\r
512         }\r
513         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
514                 self.digesting = FALSE;\r
515 \r
516         // predator wishes to regurgitate his prey\r
517         if(self.BUTTON_REGURGITATE)\r
518         {\r
519                 if(self.stomach_load)\r
520                 {\r
521                         if(time > self.regurgitate_button_delay_time)\r
522                         {\r
523                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
524                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
525                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
526                         }\r
527                 }\r
528                 else if(time > self.complain_vore)\r
529                 {\r
530                         play2(self, "misc/unavailable.wav");\r
531                         sprint(self, "There is nothing to regurgitate\n");\r
532                         self.complain_vore = time + complain_delay_time;\r
533                 }\r
534         }\r
535 \r
536         if(cvar("g_vore_gurglesound"))\r
537                 Vore_GurgleSound();\r
538 \r
539 // --------------------------------\r
540 // Code that addresses the prey:\r
541 // --------------------------------\r
542 \r
543         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
544         if(self.fakepredator.classname == "player")\r
545         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
546                 Vore_DeadPrey_Detach(self);\r
547 \r
548         if(self.predator.classname != "player")\r
549                 return;\r
550 \r
551         if(self.deadflag)\r
552         {\r
553                 Vore_PreyRelease(self);\r
554                 return;\r
555         }\r
556 \r
557         if(self.predator.deadflag)\r
558                 Vore_Regurgitate(self);\r
559         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
560                 Vore_Regurgitate(self);\r
561 \r
562         // apply delayed regurgitating if it was scheduled\r
563         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
564         {\r
565                 self.predator.regurgitate_prepare = 0;\r
566                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
567                 Vore_Regurgitate(self);\r
568         }\r
569 \r
570         // execute digesting and team healing\r
571         if(self.predator.digesting == TRUE)\r
572                 Vore_Digest();\r
573         if(teams_matter && self.team == self.predator.team)\r
574         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
575                 Vore_Teamheal();\r
576 \r
577         // execute prey commands\r
578         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
579                 Vore_StomachKick();\r
580         if(self.BUTTON_JUMP)\r
581                 Vore_StomachLeave();\r
582 \r
583         Vore_CameraEffect_Apply();\r
584 }