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