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1 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
2 .float complain_vore;\r
3 .float vore_oldmovetype, vore_oldsolid;\r
4 \r
5 const float system_delay_time = 0.1;\r
6 const float complain_delay_time = 1;\r
7 const float button_delay_time = 0.5;\r
8 \r
9 entity Swallow_player_check()\r
10 {\r
11         // check if we can swallow a player instead of firing our weapon\r
12 \r
13         float swallow_range;\r
14         vector vore_w_shotorg, vore_w_shotdir;\r
15 \r
16         swallow_range = cvar("g_balance_vore_swallow_range");\r
17         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
18                 swallow_range *= self.scale;\r
19         makevectors(self.angles);\r
20         vore_w_shotorg = self.origin;\r
21         vore_w_shotdir = v_forward;\r
22 \r
23         if(self.antilag_debug)\r
24                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
25         else\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
27         if(trace_fraction < 1)\r
28         if(trace_ent.classname == "player")\r
29                 return trace_ent;\r
30         return world;\r
31 }\r
32 \r
33 float Swallow_condition_check(entity prey)\r
34 {\r
35         // checks the necessary conditions for swallowing a player\r
36 \r
37         if(prey != self)\r
38         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
39         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
40         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
41         {\r
42                 float prey_mass;\r
43                 prey_mass = cvar("g_balance_vore_load_prey_mass");\r
44                 if(cvar("g_healthsize"))\r
45                         prey_mass *= prey.scale;\r
46 \r
47                 string swallow_complain;\r
48                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
49                         swallow_complain = "You cannot swallow your team mates\n";\r
50                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
51                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
52                 else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
53                         swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
54                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
55                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
56                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
57                         swallow_complain = "You cannot swallow someone larger than you\n";\r
58 \r
59                 if(swallow_complain != "")\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, swallow_complain);\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69                 return TRUE;\r
70         }\r
71         return FALSE;\r
72 }\r
73 \r
74 float Stomach_TeamMates_check(entity pred)\r
75 {\r
76         // checks if a player's stomach contains any team mates\r
77 \r
78         entity head;\r
79         if(teams_matter)\r
80         {\r
81                 FOR_EACH_PLAYER(head)\r
82                 {\r
83                         if(head.predator == pred && head.team == pred.team)\r
84                                 return TRUE;\r
85                 }\r
86         }\r
87         return FALSE;\r
88 }\r
89 \r
90 float Stomach_HasLivePrey(entity pred)\r
91 {\r
92         entity head;\r
93         FOR_EACH_PLAYER(head)\r
94         {\r
95                 if(head.predator == pred)\r
96                 if(head.deadflag == DEAD_NO)\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 float Vore_CanLeave()\r
103 {\r
104         if(self.stat_eaten)\r
105         {\r
106                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
107                         return TRUE;\r
108                 if(teams_matter && self.team == self.predator.team)\r
109                         return TRUE;\r
110                 if(g_rpg && cvar("g_rpg_canleave"))\r
111                         return TRUE;\r
112         }\r
113         return FALSE;\r
114 }\r
115 \r
116 // position the camera properly for prey\r
117 void Vore_SetPreyPositions(entity pred)\r
118 {\r
119         // pred is the predator and head is the prey\r
120 \r
121         local entity head;\r
122 \r
123         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
124         // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
125         FOR_EACH_PLAYER(head)\r
126         {\r
127                 if(head.predator == pred)\r
128                 {\r
129                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
130                         head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
131                         head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
132                         head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
133                 }\r
134         }\r
135 }\r
136 \r
137 .float gurgle_oldstomachload;\r
138 void Vore_GurgleSound()\r
139 {\r
140         if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))\r
141         {\r
142                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
143 \r
144                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
145                 self.gurgle_oldstomachload = self.stomach_load;\r
146         }\r
147 }\r
148 \r
149 void Vore_AutoDigest(entity e)\r
150 {\r
151         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
152 \r
153         if(!cvar("g_vore_digestion") || e.digesting)\r
154                 return;\r
155         if(clienttype(e) != CLIENTTYPE_REAL)\r
156                 return; // this feature is only for players, not bots\r
157         if(e.stomach_load)\r
158                 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
159         if(Stomach_TeamMates_check(e))\r
160                 return; // never begin automatic digestion if we've swallowed a team mate\r
161 \r
162         e.digesting = TRUE;\r
163 }\r
164 \r
165 void Vore_StomachLoad_Apply()\r
166 {\r
167         // apply stomach weight that makes you heavier and larger the more you eat\r
168         // slowing the player is done in cl_physics.qc\r
169         if(self.classname != "player")\r
170                 return;\r
171 \r
172         entity e;\r
173         float prey_mass, final_load;\r
174 \r
175         // apply the stomach capacity of the predator\r
176         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
177         if(cvar("g_healthsize"))\r
178                 self.stomach_maxload *= self.scale;\r
179         self.stomach_maxload = ceil(self.stomach_maxload);\r
180 \r
181         FOR_EACH_PLAYER(e)\r
182         {\r
183                 if(e.predator == self)\r
184                 {\r
185                         if(self.cvar_cl_vore_autodigest > 1)\r
186                                 Vore_AutoDigest(self);\r
187                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
188                         if(cvar("g_healthsize"))\r
189                                 prey_mass *= e.scale;\r
190                         final_load += ceil(prey_mass);\r
191                 }\r
192         }\r
193         for(e = world; (e = find(e, classname, "consumable")); )\r
194         {\r
195                 if(e.predator == self)\r
196                 {\r
197                         if(self.cvar_cl_vore_autodigest > 0)\r
198                                 Vore_AutoDigest(self);\r
199                         final_load += ceil(e.dmg);\r
200                 }\r
201         }\r
202         self.stomach_load = final_load;\r
203 \r
204         // apply weight\r
205         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
206         if(!self.gravity && self.stomach_load)\r
207                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
208 }\r
209 \r
210 .entity swallow_model;\r
211 float Vore_SwallowModel_CustomizeEntityForClient()\r
212 {\r
213         // use the same system as the weapon model\r
214 \r
215         self.viewmodelforclient = self.owner;\r
216         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
217 \r
218         if(other.classname == "spectator")\r
219         if(other.enemy == self.owner)\r
220         {\r
221                 self.viewmodelforclient = other;\r
222                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
223         }\r
224 \r
225         return TRUE;\r
226 }\r
227 \r
228 void Vore_SwallowModel_Think()\r
229 {\r
230         // update the position of the swallow model to match our swallow progress\r
231         float dist;\r
232         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
233         if(cvar("g_healthsize"))\r
234                 dist *= self.scale;\r
235         self.view_ofs = '1 0 0' * dist;\r
236 \r
237         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
238         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
239         {\r
240                 remove(self.owner.swallow_model);\r
241                 self.owner.swallow_model = world;\r
242                 return;\r
243         }\r
244 \r
245         // properties that should update whenever possible, but when the predator is not available\r
246         self.nextthink = time;\r
247 }\r
248 \r
249 void Vore_SwallowModel_Update(entity prey, entity pred)\r
250 {\r
251         // if we don't have a swallow model already, spawn one\r
252         if(!prey.swallow_model)\r
253         {\r
254                 prey.swallow_model = spawn();\r
255                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
256                 prey.swallow_model.solid = SOLID_NOT;\r
257                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
258                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
259                 prey.swallow_model.owner = prey;\r
260                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
261                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
262                 prey.swallow_model.nextthink = time;\r
263         }\r
264 \r
265         // properties that should update whenever possible, but when the predator is available\r
266         string player_swallowmodel;\r
267         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
268         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
269                 setmodel(prey.swallow_model, player_swallowmodel);\r
270         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
271                 prey.swallow_model.skin = pred.skin;\r
272         if(cvar("g_healthsize"))\r
273                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
274         if(prey.swallow_model.enemy != pred)\r
275                 prey.swallow_model.enemy = pred; // enemy is the predator\r
276         if(prey.swallow_model.colormap != pred.colormap)\r
277                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
278         if(prey.swallow_model.glowmod != pred.glowmod)\r
279                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
280 }\r
281 \r
282 .entity pusher;\r
283 .float pushltime;\r
284 void Vore_Swallow(entity e)\r
285 {\r
286         // this player is being swallowed by another player, apply the proper changes\r
287 \r
288         e.vore_oldmovetype = e.movetype;\r
289         e.vore_oldsolid = e.solid;\r
290         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
291 \r
292         e.predator = self;\r
293         setorigin(e, e.predator.origin);\r
294         e.velocity = '0 0 0';\r
295         e.movetype = MOVETYPE_FOLLOW;\r
296         e.solid = SOLID_NOT;\r
297         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
298 \r
299         // drop keys (KH) and flags (CTF) when we get swallowed\r
300         kh_Key_DropAll(e, FALSE);\r
301         if(e.flagcarried)\r
302                 DropFlag(e.flagcarried, world, e.predator);\r
303 \r
304         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
305                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
306 \r
307         if(teams_matter && e.team == e.predator.team)\r
308         {\r
309                 if(cvar("g_vore_kick"))\r
310                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
311                 if(cvar("g_vore_digestion"))\r
312                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
313         }\r
314 \r
315         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
316         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
317         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");\r
318         e.predator.regurgitate_prepare = 0;\r
319         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
320         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
321         Vore_SetPreyPositions(e.predator);\r
322 \r
323         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
324         e.predator.weapon_delay = time + button_delay_time;\r
325         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
326         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
327         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
328 }\r
329 \r
330 void Vore_SwallowStep(entity e)\r
331 {\r
332         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
333         {\r
334                 Vore_Swallow(e);\r
335                 return;\r
336         }\r
337 \r
338         Vore_SwallowModel_Update(e, self);\r
339 \r
340         // increase the progress value until it reaches 1, then swallow the player\r
341         if(e.swallow_progress_prey < 1)\r
342         {\r
343                 float fill;\r
344                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
345                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
346                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
347                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
348                         fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
349 \r
350                 e.swallow_progress_prey += fill;\r
351         }\r
352         else\r
353         {\r
354                 Vore_Swallow(e);\r
355                 e.swallow_progress_prey = 0;\r
356         }\r
357 \r
358         // the predator's progress is how much the prey got swallowed\r
359         self.swallow_progress_pred = e.swallow_progress_prey;\r
360 }\r
361 \r
362 void Vore_Regurgitate(entity e)\r
363 {\r
364         // this player is being regurgitated by their predator, apply the proper changes\r
365 \r
366         e.movetype = e.vore_oldmovetype;\r
367         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
368                 e.solid = e.vore_oldsolid;\r
369         e.view_ofs_z = PL_VIEW_OFS_z;\r
370         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
371 \r
372         // if the prey has been fully digested, silently detach them\r
373         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
374         {\r
375                 e.predator = world;\r
376                 e.modelindex = 0; // hide the dead body\r
377                 return;\r
378         }\r
379 \r
380         // apply velocities\r
381         makevectors(e.predator.v_angle);\r
382         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
383         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
384         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
385         e.pushltime = time + cvar("g_maxpushtime");\r
386 \r
387         // if the dead body of the prey is below gibbing health, gib it\r
388         e.stat_eaten = 0; // necessary for gibs to show\r
389         PlayerGib(e, e.predator);\r
390 \r
391         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
392         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
393         {\r
394                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
395                 Vore_SwallowModel_Update(e, e.predator);\r
396         }\r
397 \r
398         // apply regurgitation damage to the predator\r
399         if(cvar("g_balance_vore_regurgitate_damage"))\r
400         {\r
401                 float regurgitate_dmg;\r
402                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
403                 if(cvar("g_healthsize"))\r
404                         regurgitate_dmg *= e.scale / e.predator.scale;\r
405                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
406         }\r
407 \r
408         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
409         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
410         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
411         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
412         e.predator.regurgitate_prepare = 0;\r
413         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
414         Vore_SetPreyPositions(e.predator);\r
415 \r
416         // block firing for a small amount of time, or we'll be firing the next frame\r
417         e.weapon_delay = time + button_delay_time;\r
418         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
419         e.predator = world;\r
420 }\r
421 \r
422 void Vore_Disconnect()\r
423 {\r
424         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
425 \r
426         // prey disconnects or goes spectating while inside someone's belly\r
427         if(self.stat_eaten)\r
428                 Vore_Regurgitate(self);\r
429 \r
430         // pred disconnects or goes spectating with players in their belly\r
431         entity head;\r
432         FOR_EACH_PLAYER(head)\r
433         {\r
434                 if(head.predator == self)\r
435                         Vore_Regurgitate(head);\r
436         }\r
437 \r
438         self.stomach_load = self.gravity = 0; // prevents a bug\r
439         Vore_GurgleSound(); // stop the gurgling sound\r
440 }\r
441 \r
442 .float digestion_step;\r
443 void Vore_Digest()\r
444 {\r
445         // apply digestion to prey\r
446 \r
447         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
448         {\r
449                 self.predator.digesting = FALSE;\r
450                 return;\r
451         }\r
452         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
453                 return;\r
454 \r
455         if(time > self.digestion_step)\r
456         {\r
457                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
458                 float damage, damage_offset;\r
459 \r
460                 damage_offset = 1;\r
461                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
462                         damage_offset /= self.predator.stomach_load / self.predator.stomach_maxload;\r
463                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
464                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
465 \r
466                 damage = ceil(cvar("g_balance_vore_digestion_damage") / damage_offset);\r
467                 if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
468                         damage *= cvar("g_balance_vore_digestion_damage_death");\r
469 \r
470                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
471                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
472                 {\r
473                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
474                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
475                 }\r
476 \r
477                 self.digestion_step = time + vore_steptime;\r
478         }\r
479 \r
480         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
481                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
482 }\r
483 \r
484 .float teamheal_step;\r
485 void Vore_Teamheal()\r
486 {\r
487         // apply teamheal\r
488 \r
489         if(self.deadflag != DEAD_NO)\r
490                 return;\r
491 \r
492         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
493         if(time > self.teamheal_step)\r
494         {\r
495                 self.health += cvar("g_balance_vore_teamheal");\r
496                 self.teamheal_step = time + vore_steptime;\r
497 \r
498                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
499                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
500                 {\r
501                         play2(self, "misc/beep.wav");\r
502                         play2(self.predator, "misc/beep.wav");\r
503                 }\r
504         }\r
505 }\r
506 \r
507 .float kick_pressed;\r
508 void Vore_StomachKick()\r
509 {\r
510         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
511 \r
512         if(self.deadflag != DEAD_NO)\r
513                 return;\r
514 \r
515         if(time > self.stomachkick_delay && !self.kick_pressed)\r
516         {\r
517                 float damage, vol;\r
518                 vector force;\r
519                 damage = cvar("g_balance_vore_kick_damage");\r
520                 force = v_forward * cvar("g_balance_vore_kick_force");\r
521                 vol = VOL_BASE;\r
522 \r
523                 // apply player scale to the damage / force of the kick\r
524                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
525                 {\r
526                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
527                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
528                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
529                 }\r
530                 vol = bound(0, vol, 1);\r
531 \r
532                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
533                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
534                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
535                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
536 \r
537                 // abort the predator's scheduled regurgitation\r
538                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
539                         self.predator.regurgitate_prepare = 0;\r
540 \r
541                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
542                 if(cvar("g_balance_vore_kick_repress"))\r
543                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
544                         self.kick_pressed = TRUE;\r
545         }\r
546 }\r
547 \r
548 void Vore_StomachLeave()\r
549 {\r
550         // allows players to get out of their predator at will in some circumstances, such as team mates\r
551 \r
552         if(self.deadflag != DEAD_NO)\r
553                 return;\r
554 \r
555         if(Vore_CanLeave())\r
556                 Vore_Regurgitate(self);\r
557         else if(time > self.complain_vore)\r
558         {\r
559                 play2(self, "misc/forbidden.wav");\r
560                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
561                 self.complain_vore = time + complain_delay_time;\r
562         }\r
563 }\r
564 \r
565 void Vore_AutoTaunt()\r
566 {\r
567         // triggers ambient vore taunts, for both pred and prey\r
568 \r
569         float taunt_time;\r
570 \r
571         // predator taunts\r
572         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
573         {\r
574                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
575                 {\r
576                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
577                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
578                 }\r
579         }\r
580         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
581         {\r
582                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
583                 SetAutoTaunt(self, 0, 0);\r
584         }\r
585 \r
586         // prey taunts\r
587         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
588         {\r
589                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
590                 {\r
591                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
592                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
593                 }\r
594         }\r
595         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
596         {\r
597                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
598                 SetAutoTaunt(self, 0, 0);\r
599         }\r
600 }\r
601 \r
602 void Vore_SetSbarRings()\r
603 {\r
604         // first clear the ring stats, then configure them if needed\r
605         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
606         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
607 \r
608         if(self.stat_eaten)\r
609         {\r
610                 if(time <= self.stomachkick_delay)\r
611                 {\r
612                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
613                         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
614                 }\r
615         }\r
616         else\r
617         {\r
618                 if(self.swallow_progress_pred)\r
619                 {\r
620                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
621                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
622                 }\r
623                 else if(time <= self.action_delay)\r
624                 {\r
625                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
626                         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
627                 }\r
628 \r
629                 if(self.swallow_progress_prey)\r
630                 {\r
631                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
632                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
633                 }\r
634                 else if(time <= self.regurgitate_prepare)\r
635                 {\r
636                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
637                         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
638                 }\r
639         }\r
640 }\r
641 \r
642 .float regurgitatecolor_particles_tick;\r
643 void Vore()\r
644 {\r
645         // main vore code, this is where it all happens\r
646 \r
647         Vore_AutoTaunt();\r
648 \r
649         if(!self.stat_eaten)\r
650         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
651         if(self.colormod)\r
652         if(self.colormod != '1 1 1')\r
653         {\r
654                 // slowly wash stomach fluids off players once they're out of the stomach\r
655                 if(cvar("g_vore_regurgitatecolor_fade"))\r
656                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
657                 {\r
658                         float goo_fade;\r
659                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
660                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
661 \r
662                         self.colormod_x += goo_fade;\r
663                         if(self.colormod_x > 1)\r
664                                 self.colormod_x = 1;\r
665                         self.colormod_y += goo_fade;\r
666                         if(self.colormod_y > 1)\r
667                                 self.colormod_y = 1;\r
668                         self.colormod_z += goo_fade;\r
669                         if(self.colormod_z > 1)\r
670                                 self.colormod_z = 1;\r
671                 }\r
672 \r
673                 // constant particles falling off dirty players\r
674                 if(cvar("g_vore_regurgitatecolor_particles"))\r
675                 if(self.regurgitatecolor_particles_tick < time)\r
676                 {\r
677                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
678                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
679                 }\r
680         }\r
681 \r
682         // set all vore stats\r
683         Vore_SetSbarRings();\r
684         if(self.predator.classname == "player")\r
685         {\r
686                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
687                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
688                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
689                 self.stat_eaten = num_for_edict(self.predator);\r
690         }\r
691         else\r
692         {\r
693                 self.stat_stomachload = self.stomach_load;\r
694                 self.stat_stomachmaxload = self.stomach_maxload;\r
695                 self.stat_digesting = self.digesting;\r
696                 self.stat_eaten = 0;\r
697         }\r
698         self.stat_canleave = Vore_CanLeave();\r
699 \r
700         // don't allow a player inside a player inside another player :)\r
701         // prevent this by checking if such has happened, and taking the proper measures\r
702         // this code has a high priority and must not be stopped by any delay, so run it here\r
703         if(self.predator.stat_eaten)\r
704                 Vore_Regurgitate(self);\r
705 \r
706         // the swallow progress of prey and preds idly decrease by this amount\r
707         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
708         {\r
709                 if(self.swallow_progress_pred)\r
710                 {\r
711                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
712                         if(self.swallow_progress_pred < 0)\r
713                                 self.swallow_progress_pred = 0;\r
714                 }\r
715                 if(self.swallow_progress_prey)\r
716                 {\r
717                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
718                         if(self.swallow_progress_prey < 0)\r
719                                 self.swallow_progress_prey = 0;\r
720                 }\r
721         }\r
722 \r
723         // set the predator's stomach load and capacity\r
724         Vore_StomachLoad_Apply();\r
725 \r
726         // apply delays and skip the vore system under some circumstances\r
727         if(!cvar("g_vore")) // the vore system is disabled\r
728         {\r
729                 Vore_Disconnect();\r
730                 return;\r
731         }\r
732         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
733         {\r
734                 Vore_Disconnect();\r
735                 return;\r
736         }\r
737         if(self.spectatee_status)\r
738                 return;\r
739         if(time < self.system_delay)\r
740                 return;\r
741 \r
742 // --------------------------------\r
743 // Code that addresses predators:\r
744 // --------------------------------\r
745 \r
746         entity prey;\r
747         prey = Swallow_player_check();\r
748 \r
749         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
750         self.stat_canswallow = 0;\r
751         if(Swallow_condition_check(prey))\r
752         {\r
753                 // canswallow stat, used by the HUD\r
754                 if(teams_matter && prey.team == self.team)\r
755                         self.stat_canswallow = 2;\r
756                 else\r
757                         self.stat_canswallow = 1;\r
758 \r
759                 if(self.BUTTON_ATCK)\r
760                         Vore_SwallowStep(prey);\r
761         }\r
762         else if(prey != world)\r
763                 self.stat_canswallow = -1;\r
764 \r
765         // toggle digestion, if the player has someone in their stomach\r
766         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
767         {\r
768                 if(self.stomach_load)\r
769                 {\r
770                         if(time > self.digest_button_delay_time)\r
771                         {\r
772                                 self.digesting = !self.digesting;\r
773                                 self.digest_button_delay_time = time + button_delay_time;\r
774                         }\r
775                 }\r
776                 else if(time > self.complain_vore)\r
777                 {\r
778                         play2(self, "misc/forbidden.wav");\r
779                         sprint(self, "There is nothing to digest\n");\r
780                         self.complain_vore = time + complain_delay_time;\r
781                 }\r
782         }\r
783         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
784                 self.digesting = FALSE;\r
785 \r
786         // predator wishes to regurgitate his prey\r
787         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
788         {\r
789                 if(self.stomach_load)\r
790                 {\r
791                         if(time > self.regurgitate_button_delay_time)\r
792                         {\r
793                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
794                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
795                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
796                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
797                         }\r
798                 }\r
799                 else if(time > self.complain_vore)\r
800                 {\r
801                         play2(self, "misc/forbidden.wav");\r
802                         sprint(self, "There is nothing to regurgitate\n");\r
803                         self.complain_vore = time + complain_delay_time;\r
804                 }\r
805         }\r
806 \r
807         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
808         {\r
809                 self.regurgitate_prepare = -1;\r
810                 return;\r
811         }\r
812         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
813         if(vlen(self.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_load / self.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
814         {\r
815                 self.regurgitate_prepare = -1;\r
816                 return;\r
817         }\r
818 \r
819         if (self.digesting && self.digestsound_finished < time)\r
820         {\r
821                 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
822                 self.digestsound_finished = time + 0.5;\r
823         }\r
824         if(cvar("g_vore_gurglesound"))\r
825                 Vore_GurgleSound();\r
826 \r
827 // --------------------------------\r
828 // Code that addresses the prey:\r
829 // --------------------------------\r
830 \r
831         if(!self.stat_eaten)\r
832                 return;\r
833 \r
834         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
835                 self.health = cvar("g_balance_vore_digestion_limit");\r
836 \r
837         // automatically regurgitate prey that has reached their digestion limit\r
838         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
839         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
840         {\r
841                 Vore_Regurgitate(self);\r
842                 return;\r
843         }\r
844 \r
845         // do we stick around inside dead furries? x_x\r
846         if(self.predator.deadflag != DEAD_NO)\r
847         {\r
848                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
849                 {\r
850                         Vore_Regurgitate(self);\r
851                         return;\r
852                 }\r
853                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
854                         self.predator.regurgitate_prepare = 0;\r
855         }\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 \r
887         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
888         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
889 }