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Limit how often the Grabber's beam effect is sent (lightning bolt from the weapon...
[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(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         makevectors(self.angles);\r
22         vore_w_shotorg = self.origin;\r
23         vore_w_shotdir = v_forward;\r
24 \r
25         if(self.antilag_debug)\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
27         else\r
28                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
29         if(trace_fraction < 1)\r
30         if(trace_ent.classname == "player")\r
31                 return trace_ent;\r
32         return world;\r
33 }\r
34 \r
35 float Swallow_condition_check(entity prey)\r
36 {\r
37         // checks the necessary conditions for swallowing a player\r
38 \r
39         if(prey != self)\r
40         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
41         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
42         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
43         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))\r
44         {\r
45                 string swallow_complain;\r
46                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
47                         swallow_complain = "You cannot swallow your team mates\n";\r
48                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
49                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
50                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
51                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
52                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
53                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
54                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
55                         swallow_complain = "You cannot swallow someone larger than you\n";\r
56 \r
57                 if(swallow_complain != "")\r
58                 {\r
59                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
60                         {\r
61                                 play2(self, "misc/forbidden.wav");\r
62                                 sprint(self, swallow_complain);\r
63                                 self.complain_vore = time + complain_delay_time;\r
64                         }\r
65                         return FALSE;\r
66                 }\r
67                 return TRUE;\r
68         }\r
69         return FALSE;\r
70 }\r
71 \r
72 float Stomach_TeamMates_check(entity pred)\r
73 {\r
74         // checks if a player's stomach contains any team mates\r
75 \r
76         entity head;\r
77         if(teams_matter)\r
78         {\r
79                 FOR_EACH_PLAYER(head)\r
80                 {\r
81                         if(head.predator == pred && head.team == pred.team)\r
82                                 return TRUE;\r
83                 }\r
84         }\r
85         return FALSE;\r
86 }\r
87 \r
88 float Vore_CanLeave()\r
89 {\r
90         if(self.stat_eaten)\r
91         {\r
92                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
93                         return TRUE;\r
94                 if(teams_matter && self.team == self.predator.team)\r
95                         return TRUE;\r
96                 if(g_rpg && cvar("g_rpg_canleave"))\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 // position the camera properly for prey\r
103 void Vore_SetPreyPositions()\r
104 {\r
105         // self is the predator and head is the prey\r
106 \r
107         local entity head;\r
108         local vector origin_apply;\r
109         local float position_counter;\r
110 \r
111         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
112         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
113         // For each player, the origin is updated, then a new origin is used for the next player.\r
114         // This requires that no more than 9 players may be in the stomach at a time!\r
115         FOR_EACH_PLAYER(head)\r
116         {\r
117                 if(head.predator == self)\r
118                 {\r
119                         switch(position_counter)\r
120                         {\r
121                                 case 0:\r
122                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
123                                         break;\r
124                                 case 1:\r
125                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
126                                         break;\r
127                                 case 2:\r
128                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
129                                         break;\r
130                                 case 3:\r
131                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
132                                         break;\r
133                                 case 4:\r
134                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
135                                         break;\r
136                                 case 5:\r
137                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
138                                         break;\r
139                                 case 6:\r
140                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
141                                         break;\r
142                                 case 7:\r
143                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
144                                         break;\r
145                                 case 8:\r
146                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
147                                         break;\r
148                                 default:\r
149                                         break;\r
150                         }\r
151 \r
152                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
153                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
154                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
155 \r
156                         // change prey height based on scale\r
157                         float prey_height;\r
158                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
159                         head.view_ofs_z += prey_height;\r
160 \r
161                         position_counter += 1;\r
162                 }\r
163         }\r
164 }\r
165 \r
166 .float gurgle_oldstomachload;\r
167 void Vore_GurgleSound()\r
168 {\r
169         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
170         {\r
171                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
172 \r
173                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
174                 self.gurgle_oldstomachload = self.stomach_load;\r
175         }\r
176 }\r
177 \r
178 void Vore_WeightApply(entity e)\r
179 {\r
180         // apply stomach weight that makes you heavier the more you eat\r
181         // slowing the player is done in cl_physics.qc\r
182 \r
183         if(e.stomach_load != e.vore_oldstomachload)\r
184                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
185         if(e.gravity == 0)\r
186                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
187         e.vore_oldstomachload = e.stomach_load;\r
188 }\r
189 \r
190 void Vore_AutoDigest(entity e)\r
191 {\r
192         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
193 \r
194         if(!cvar("g_vore_digestion") || e.digesting)\r
195                 return;\r
196         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
197                 return; // this feature is only for players, not bots\r
198         if(e.stomach_load > 1)\r
199                 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
200         if(Stomach_TeamMates_check(e))\r
201                 return; // never begin automatic digestion if we've swallowed a team mate\r
202 \r
203         e.digesting = TRUE;\r
204 }\r
205 \r
206 .entity swallow_model;\r
207 void Vore_SwallowModel_Think()\r
208 {\r
209         //update the position of the swallow model to match our swallow progress\r
210         float dist;\r
211         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
212         if(cvar("g_healthsize"))\r
213                 dist *= self.scale;\r
214         self.view_ofs = '1 0 0' * dist;\r
215 \r
216         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
217         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
218         {\r
219                 remove(self.owner.swallow_model);\r
220                 self.owner.swallow_model = world;\r
221                 return;\r
222         }\r
223 \r
224         // properties that should update whenever possible, but when the predator is not available\r
225         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
226         self.nextthink = time;\r
227 }\r
228 \r
229 void Vore_SwallowModel_Update(entity prey, entity pred)\r
230 {\r
231         // if we don't have a swallow model already, spawn one\r
232         if(!prey.swallow_model)\r
233         {\r
234                 prey.swallow_model = spawn();\r
235 \r
236                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
237                 prey.swallow_model.solid = SOLID_NOT;\r
238 \r
239                 // apply the properties of the prey\r
240                 prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
241                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
242                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
243                 prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
244                 prey.swallow_model.glowmod = prey.glowmod; // glow color\r
245 \r
246                 prey.swallow_model.owner = prey; // owned by the prey\r
247                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
248                 prey.swallow_model.nextthink = time;\r
249         }\r
250 \r
251         // properties that should update whenever possible, but when the predator is available\r
252         string player_swallowmodel;\r
253         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
254         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
255                 setmodel(prey.swallow_model, player_swallowmodel);\r
256         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
257                 prey.swallow_model.skin = pred.skin;\r
258         if(cvar("g_healthsize"))\r
259                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
260         if(prey.swallow_model.enemy != pred)\r
261                 prey.swallow_model.enemy = pred; // enemy is the predator\r
262 }\r
263 \r
264 .entity pusher;\r
265 .float pushltime;\r
266 void Vore_Swallow(entity e)\r
267 {\r
268         // this player is being swallowed by another player, apply the proper changes\r
269 \r
270         e.vore_oldmovetype = e.movetype;\r
271         e.vore_oldsolid = e.solid;\r
272 \r
273         e.predator = self;\r
274         setorigin(e, e.predator.origin);\r
275         e.velocity = '0 0 0';\r
276         e.movetype = MOVETYPE_FOLLOW;\r
277         e.solid = SOLID_NOT;\r
278         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
279 \r
280         // drop keys (KH) and flags (CTF) when we get swallowed\r
281         kh_Key_DropAll(e, FALSE);\r
282         if(e.flagcarried)\r
283                 DropFlag(e.flagcarried, world, e.predator);\r
284 \r
285         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
286                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
287 \r
288         if(teams_matter && e.team == e.predator.team)\r
289         {\r
290                 if(cvar("g_vore_kick"))\r
291                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
292                 if(cvar("g_vore_digestion"))\r
293                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
294         }\r
295 \r
296         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
297         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
298         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
299         e.predator.stomach_load += 1;\r
300         e.predator.regurgitate_prepare = 0;\r
301         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
302         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
303         Vore_WeightApply(e.predator);\r
304         Vore_AutoDigest(e.predator);\r
305 \r
306         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
307         e.predator.weapon_delay = time + button_delay_time;\r
308         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
309         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
310         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
311 }\r
312 \r
313 void Vore_SwallowStep(entity e)\r
314 {\r
315         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
316         {\r
317                 Vore_Swallow(e);\r
318                 return;\r
319         }\r
320 \r
321         Vore_SwallowModel_Update(e, self);\r
322 \r
323         // increase the progress value until it reaches 1, then swallow the player\r
324         if(e.swallow_progress_prey < 1)\r
325         {\r
326                 float fill;\r
327                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
328                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
329                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
330                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
331                         fill /= e.stomach_load;\r
332 \r
333                 e.swallow_progress_prey += fill;\r
334         }\r
335         else\r
336         {\r
337                 Vore_Swallow(e);\r
338                 e.swallow_progress_prey = 0;\r
339         }\r
340 \r
341         // the predator's progress is how much the prey got swallowed\r
342         self.swallow_progress_pred = e.swallow_progress_prey;\r
343 }\r
344 \r
345 void Vore_Regurgitate(entity e)\r
346 {\r
347         // this player is being regurgitated by their predator, apply the proper changes\r
348 \r
349         e.movetype = e.vore_oldmovetype;\r
350         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
351                 e.solid = e.vore_oldsolid;\r
352         e.view_ofs_z = PL_VIEW_OFS_z;\r
353 \r
354         // apply velocities\r
355         local vector oldforward, oldright, oldup;\r
356         oldforward = v_forward;\r
357         oldright = v_right;\r
358         oldup = v_up;\r
359         makevectors(e.predator.v_angle);\r
360         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
361         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
362         v_forward = oldforward;\r
363         v_right = oldright;\r
364         v_up = oldup;\r
365 \r
366         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
367         e.pushltime = time + cvar("g_maxpushtime");\r
368 \r
369         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
370         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
371         {\r
372                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
373                 Vore_SwallowModel_Update(e, e.predator);\r
374         }\r
375 \r
376         // apply regurgitation damage to the predator\r
377         if(cvar("g_balance_vore_regurgitate_damage"))\r
378         {\r
379                 float regurgitate_dmg;\r
380                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
381                 if(cvar("g_healthsize"))\r
382                         regurgitate_dmg *= e.scale / e.predator.scale;\r
383                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
384         }\r
385 \r
386         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
387         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
388         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
389         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
390         e.predator.stomach_load -= 1;\r
391         e.predator.regurgitate_prepare = 0;\r
392         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
393         Vore_WeightApply(e.predator);\r
394 \r
395         // block firing for a small amount of time, or we'll be firing the next frame\r
396         e.weapon_delay = time + button_delay_time;\r
397         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
398         e.predator = world;\r
399 }\r
400 \r
401 void Vore_DeadPrey_Configure(entity e)\r
402 {\r
403         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
404 \r
405         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
406                 return;\r
407 \r
408         // this entity is like e.predator but for dead prey, to avoid conflicts\r
409         e.fakepredator = e.predator;\r
410         e.fakeprey = TRUE;\r
411 \r
412         // first release the prey from the predator, as dead prey needs to be attached differently\r
413         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
414         e.predator.stomach_load -= 1;\r
415         Vore_WeightApply(e.predator);\r
416         e.predator = world;\r
417 \r
418         // now put our dead prey inside the predator's stomach, but only as an effect\r
419         e.movetype = MOVETYPE_FOLLOW;\r
420         e.takedamage = DAMAGE_NO;\r
421         e.solid = SOLID_NOT;\r
422         e.aiment = e.fakepredator;\r
423 }\r
424 \r
425 void Vore_DeadPrey_Detach(entity e)\r
426 {\r
427         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
428         // should only execute after Vore_DeadPrey_Configure has ran first\r
429 \r
430         if not(cvar("g_vore_keepdeadprey"))\r
431                 return;\r
432 \r
433         e.fakepredator = world;\r
434         e.fakeprey = TRUE; // keep fakeprey status\r
435         e.stat_eaten = 0;\r
436         e.aiment = world;\r
437         e.movetype = MOVETYPE_TOSS;\r
438 }\r
439 \r
440 void Vore_PreyRelease(entity e, float pred_disconnect)\r
441 {\r
442         if(pred_disconnect)\r
443         {\r
444                 if(e.fakeprey)\r
445                         Vore_DeadPrey_Detach(e);\r
446                 else\r
447                         Vore_Regurgitate(e);\r
448         }\r
449         else if(self.stat_eaten && !self.fakeprey)\r
450         {\r
451                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
452                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
453                         Vore_DeadPrey_Configure(e);\r
454                 else\r
455                         Vore_Regurgitate(e);\r
456         }\r
457 }\r
458 \r
459 void Vore_Disconnect()\r
460 {\r
461         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
462 \r
463         // prey disconnects or goes spectating while inside someone's belly\r
464         if(self.stat_eaten)\r
465                 Vore_PreyRelease(self, TRUE);\r
466 \r
467         // pred disconnects or goes spectating with players in their belly\r
468         entity head;\r
469         FOR_EACH_PLAYER(head)\r
470         {\r
471                 if(head.predator == self || head.fakepredator == self)\r
472                         Vore_PreyRelease(head, TRUE);\r
473         }\r
474         Vore_GurgleSound(); // stop the gurgling sound\r
475 \r
476         self.stomach_load = self.gravity = 0; // prevents a bug\r
477 }\r
478 \r
479 .float digestion_step;\r
480 void Vore_Digest()\r
481 {\r
482         // apply digestion to prey\r
483 \r
484         if(time > self.digestion_step)\r
485         {\r
486                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
487                 float reduce;\r
488                 if(cvar("g_balance_vore_digestion_distribute"))\r
489                         reduce = self.predator.stomach_load;\r
490                 else\r
491                         reduce = 1;\r
492 \r
493                 float damage;\r
494                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
495 \r
496                 // apply player scale to digestion damage\r
497                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
498                         damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
499 \r
500                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
501                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
502                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
503 \r
504                 if (self.predator.digestsound_finished < time)\r
505                 {\r
506                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
507                         self.predator.digestsound_finished = time + 0.5;\r
508                 }\r
509                 self.digestion_step = time + steptime;\r
510         }\r
511 \r
512         if(self.deadflag != DEAD_NO)\r
513         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
514                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
515 }\r
516 \r
517 .float teamheal_step;\r
518 void Vore_Teamheal()\r
519 {\r
520         // apply teamheal\r
521 \r
522         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
523         if(time > self.teamheal_step)\r
524         {\r
525                 self.health += cvar("g_balance_vore_teamheal");\r
526                 self.teamheal_step = time + steptime;\r
527 \r
528                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
529                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
530                 {\r
531                         play2(self, "misc/beep.wav");\r
532                         play2(self.predator, "misc/beep.wav");\r
533                 }\r
534         }\r
535 }\r
536 \r
537 .float kick_pressed;\r
538 void Vore_StomachKick()\r
539 {\r
540         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
541 \r
542         if(time > self.stomachkick_delay && !self.kick_pressed)\r
543         {\r
544                 float damage, vol;\r
545                 vector force;\r
546                 damage = cvar("g_balance_vore_kick_damage");\r
547                 force = v_forward * cvar("g_balance_vore_kick_force");\r
548                 vol = VOL_BASE;\r
549 \r
550                 // apply player scale to the damage / force of the kick\r
551                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
552                 {\r
553                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
554                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
555                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
556                 }\r
557                 vol = bound(0, vol, 1);\r
558 \r
559                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
560                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
561                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
562                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
563 \r
564                 // abort the predator's scheduled regurgitation\r
565                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
566                         self.predator.regurgitate_prepare = 0;\r
567 \r
568                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
569                 if(cvar("g_balance_vore_kick_repress"))\r
570                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
571                         self.kick_pressed = TRUE;\r
572         }\r
573 }\r
574 \r
575 void Vore_StomachLeave()\r
576 {\r
577         // allows players to get out of their predator at will in some circumstances, such as team mates\r
578 \r
579         if(Vore_CanLeave())\r
580                 Vore_Regurgitate(self);\r
581         else if(time > self.complain_vore)\r
582         {\r
583                 play2(self, "misc/forbidden.wav");\r
584                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
585                 self.complain_vore = time + complain_delay_time;\r
586         }\r
587 }\r
588 \r
589 void Vore_AutoTaunt()\r
590 {\r
591         // triggers ambient vore taunts, for both pred and prey\r
592 \r
593         float taunt_time;\r
594 \r
595         // predator taunts\r
596         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
597         {\r
598                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
599                 {\r
600                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
601                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
602                 }\r
603         }\r
604         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
605         {\r
606                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
607                 SetAutoTaunt(self, 0, 0);\r
608         }\r
609 \r
610         // prey taunts\r
611         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
612         {\r
613                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
614                 {\r
615                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
616                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
617                 }\r
618         }\r
619         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
620         {\r
621                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
622                 SetAutoTaunt(self, 0, 0);\r
623         }\r
624 }\r
625 \r
626 void Vore_SetSbarRings()\r
627 {\r
628         // first clear the ring stats, then configure them if needed\r
629         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
630         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
631 \r
632         if(self.stat_eaten)\r
633         {\r
634                 if(time <= self.stomachkick_delay)\r
635                 {\r
636                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
637                         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
638                 }\r
639         }\r
640         else\r
641         {\r
642                 if(self.swallow_progress_pred)\r
643                 {\r
644                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
645                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
646                 }\r
647                 else if(time <= self.action_delay)\r
648                 {\r
649                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
650                         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
651                 }\r
652 \r
653                 if(self.swallow_progress_prey)\r
654                 {\r
655                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
656                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
657                 }\r
658                 else if(time <= self.regurgitate_prepare)\r
659                 {\r
660                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
661                         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
662                 }\r
663         }\r
664 }\r
665 \r
666 void Vore()\r
667 {\r
668         // main vore code, this is where it all happens\r
669 \r
670         Vore_AutoTaunt();\r
671 \r
672         // wash the goo away from players once they leave the stomach\r
673         if(!self.stat_eaten)\r
674         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
675         if(self.colormod)\r
676         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
677         {\r
678                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
679                 if(self.colormod_x > 1)\r
680                         self.colormod_x = 1;\r
681                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
682                 if(self.colormod_y > 1)\r
683                         self.colormod_y = 1;\r
684                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
685                 if(self.colormod_z > 1)\r
686                         self.colormod_z = 1;\r
687         }\r
688 \r
689         // set all vore stats\r
690         Vore_SetSbarRings();\r
691         if(self.fakepredator.classname == "player")\r
692                 self.stat_eaten = num_for_edict(self.fakepredator);\r
693         else if(self.predator.classname == "player")\r
694         {\r
695                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
696                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
697                 self.stat_eaten = num_for_edict(self.predator);\r
698         }\r
699         else\r
700         {\r
701                 self.stat_stomachload = self.stomach_load;\r
702                 self.stat_digesting = self.digesting;\r
703                 self.stat_eaten = 0;\r
704         }\r
705         self.stat_canleave = Vore_CanLeave();\r
706 \r
707         // don't allow a player inside a player inside another player :)\r
708         // prevent this by checking if such has happened, and taking the proper measures\r
709         // this code has a high priority and must not be stopped by any delay, so run it here\r
710         if(self.predator.stat_eaten)\r
711         {\r
712                 entity target_predator, target_predator_predator, oldself;\r
713                 target_predator = self.predator;\r
714                 target_predator_predator = self.predator.predator;\r
715 \r
716                 Vore_Regurgitate(self);\r
717 \r
718                 // now steal our prey's prey if this probability applies\r
719                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
720                 {\r
721                         oldself = self;\r
722                         self = target_predator_predator;\r
723                         if(Swallow_condition_check(oldself))\r
724                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
725                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
726                                 Vore_Swallow(oldself);\r
727                         self = oldself;\r
728                 }\r
729         }\r
730 \r
731         // the swallow progress of prey and preds idly decrease by this amount\r
732         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
733         {\r
734                 if(self.swallow_progress_pred)\r
735                 {\r
736                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
737                         if(self.swallow_progress_pred < 0)\r
738                                 self.swallow_progress_pred = 0;\r
739                 }\r
740                 if(self.swallow_progress_prey)\r
741                 {\r
742                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
743                         if(self.swallow_progress_prey < 0)\r
744                                 self.swallow_progress_prey = 0;\r
745                 }\r
746         }\r
747 \r
748         // apply delays and skip the vore system under some circumstances\r
749         if(!cvar("g_vore")) // the vore system is disabled\r
750         {\r
751                 Vore_Disconnect();\r
752                 return;\r
753         }\r
754         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
755         {\r
756                 Vore_Disconnect();\r
757                 return;\r
758         }\r
759         if(self.spectatee_status)\r
760                 return;\r
761         if(time < self.system_delay)\r
762                 return;\r
763 \r
764 // --------------------------------\r
765 // Code that addresses predators:\r
766 // --------------------------------\r
767 \r
768         entity prey;\r
769         prey = Swallow_player_check();\r
770 \r
771         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
772         self.stat_canswallow = 0;\r
773         if(Swallow_condition_check(prey))\r
774         {\r
775                 // canswallow stat, used by the HUD\r
776                 if(teams_matter && prey.team == self.team)\r
777                         self.stat_canswallow = 2;\r
778                 else\r
779                         self.stat_canswallow = 1;\r
780 \r
781                 if(self.BUTTON_ATCK)\r
782                         Vore_SwallowStep(prey);\r
783         }\r
784         else if(prey != world)\r
785                 self.stat_canswallow = -1;\r
786 \r
787         // toggle digestion, if the player has someone in their stomach\r
788         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
789         {\r
790                 if(self.stomach_load)\r
791                 {\r
792                         if(time > self.digest_button_delay_time)\r
793                         {\r
794                                 self.digesting = !self.digesting;\r
795                                 self.digest_button_delay_time = time + button_delay_time;\r
796                         }\r
797                 }\r
798                 else if(time > self.complain_vore)\r
799                 {\r
800                         play2(self, "misc/forbidden.wav");\r
801                         sprint(self, "There is nothing to digest\n");\r
802                         self.complain_vore = time + complain_delay_time;\r
803                 }\r
804         }\r
805         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
806                 self.digesting = FALSE;\r
807 \r
808         // predator wishes to regurgitate his prey\r
809         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
810         {\r
811                 if(self.stomach_load)\r
812                 {\r
813                         if(time > self.regurgitate_button_delay_time)\r
814                         {\r
815                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
816                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
817                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
818                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
819                         }\r
820                 }\r
821                 else if(time > self.complain_vore)\r
822                 {\r
823                         play2(self, "misc/forbidden.wav");\r
824                         sprint(self, "There is nothing to regurgitate\n");\r
825                         self.complain_vore = time + complain_delay_time;\r
826                 }\r
827         }\r
828 \r
829         if(cvar("g_vore_gurglesound"))\r
830                 Vore_GurgleSound();\r
831 \r
832 // --------------------------------\r
833 // Code that addresses the prey:\r
834 // --------------------------------\r
835 \r
836         Vore_SetPreyPositions();\r
837 \r
838         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
839         if(self.fakeprey)\r
840         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
841                 Vore_DeadPrey_Detach(self);\r
842 \r
843         if(!self.stat_eaten)\r
844                 return;\r
845 \r
846         if(self.deadflag != DEAD_NO)\r
847         {\r
848                 Vore_PreyRelease(self, FALSE);\r
849                 return;\r
850         }\r
851 \r
852         if(self.predator.deadflag != DEAD_NO)\r
853                 Vore_Regurgitate(self);\r
854         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
855                 Vore_Regurgitate(self);\r
856 \r
857         // apply delayed regurgitating if it was scheduled\r
858         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
859         {\r
860                 self.predator.regurgitate_prepare = 0;\r
861                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
862                 Vore_Regurgitate(self);\r
863         }\r
864 \r
865         // execute digesting and team healing\r
866         if(self.predator.digesting == TRUE)\r
867                 Vore_Digest();\r
868         if(teams_matter && self.team == self.predator.team)\r
869         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
870                 Vore_Teamheal();\r
871 \r
872         // execute prey commands\r
873         if(self.BUTTON_ATCK)\r
874         {\r
875                 if(cvar("g_vore_kick"))\r
876                         Vore_StomachKick();\r
877         }\r
878         else\r
879                 self.kick_pressed = FALSE;\r
880         if(self.BUTTON_JUMP)\r
881                 Vore_StomachLeave();\r
882 \r
883         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
884         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
885         kh_Key_DropAll(self, FALSE);\r
886 }