Lower light radius to further improve performance
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= 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 swallow_model;\r
203 void Vore_SwallowModel_Think()\r
204 {\r
205         //update the position of the swallow model to match our swallow progress\r
206         float dist;\r
207         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
208         if(cvar("g_healthsize"))\r
209                 dist *= self.scale;\r
210         self.view_ofs = '1 0 0' * dist;\r
211 \r
212         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
213         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
214         {\r
215                 remove(self.owner.swallow_model);\r
216                 self.owner.swallow_model = world;\r
217                 return;\r
218         }\r
219 \r
220         // properties that should update whenever possible, but when the predator is not available\r
221         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
222         self.nextthink = time;\r
223 }\r
224 \r
225 void Vore_SwallowModel_Update(entity prey, entity pred)\r
226 {\r
227         // if we don't have a swallow model already, spawn one\r
228         if(!prey.swallow_model)\r
229         {\r
230                 prey.swallow_model = spawn();\r
231 \r
232                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
233                 prey.swallow_model.solid = SOLID_NOT;\r
234 \r
235                 // apply the properties of the prey\r
236                 prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
237                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
238                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
239                 prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
240                 prey.swallow_model.glowmod = prey.glowmod; // glow color\r
241 \r
242                 prey.swallow_model.owner = prey; // owned by the prey\r
243                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
244                 prey.swallow_model.nextthink = time;\r
245         }\r
246 \r
247         // properties that should update whenever possible, but when the predator is available\r
248         string player_swallowmodel;\r
249         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
250         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
251                 setmodel(prey.swallow_model, player_swallowmodel);\r
252         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
253                 prey.swallow_model.skin = pred.skin;\r
254         if(cvar("g_healthsize"))\r
255                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
256         if(prey.swallow_model.enemy != pred)\r
257                 prey.swallow_model.enemy = pred; // enemy is the predator\r
258 }\r
259 \r
260 .entity pusher;\r
261 .float pushltime;\r
262 void Vore_Swallow(entity e)\r
263 {\r
264         // this player is being swallowed by another player, apply the proper changes\r
265 \r
266         e.vore_oldmovetype = e.movetype;\r
267         e.vore_oldsolid = e.solid;\r
268 \r
269         e.predator = self;\r
270         setorigin(e, e.predator.origin);\r
271         e.velocity = '0 0 0';\r
272         e.movetype = MOVETYPE_FOLLOW;\r
273         e.solid = SOLID_NOT;\r
274         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
275 \r
276         // drop keys (KH) and flags (CTF) when we get swallowed\r
277         kh_Key_DropAll(e, FALSE);\r
278         if(e.flagcarried)\r
279                 DropFlag(e.flagcarried, world, e.predator);\r
280 \r
281         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
282                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
283 \r
284         if(teams_matter && e.team == e.predator.team)\r
285         {\r
286                 if(cvar("g_vore_kick"))\r
287                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
288                 if(cvar("g_vore_digestion"))\r
289                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
290         }\r
291 \r
292         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
293         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
294         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
295         e.predator.stomach_load += 1;\r
296         e.predator.regurgitate_prepare = 0;\r
297         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
298         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
299         Vore_WeightApply(e.predator);\r
300         Vore_AutoDigest(e.predator);\r
301 \r
302         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
303         e.predator.weapon_delay = time + button_delay_time;\r
304         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
305         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
306         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
307 }\r
308 \r
309 void Vore_SwallowStep(entity e)\r
310 {\r
311         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
312         {\r
313                 Vore_Swallow(e);\r
314                 return;\r
315         }\r
316 \r
317         Vore_SwallowModel_Update(e, self);\r
318 \r
319         // increase the progress value until it reaches 1, then swallow the player\r
320         if(e.swallow_progress_prey < 1)\r
321         {\r
322                 float fill;\r
323                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
324                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
325                         fill *= (self.scale / e.scale);\r
326                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
327                         fill /= e.stomach_load;\r
328 \r
329                 e.swallow_progress_prey += fill;\r
330         }\r
331         else\r
332         {\r
333                 Vore_Swallow(e);\r
334                 e.swallow_progress_prey = 0;\r
335         }\r
336 \r
337         // the predator's progress is how much the prey got swallowed\r
338         self.swallow_progress_pred = e.swallow_progress_prey;\r
339 }\r
340 \r
341 void Vore_Regurgitate(entity e)\r
342 {\r
343         // this player is being regurgitated by their predator, apply the proper changes\r
344 \r
345         e.movetype = e.vore_oldmovetype;\r
346         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
347                 e.solid = e.vore_oldsolid;\r
348         e.view_ofs_z = PL_VIEW_OFS_z;\r
349 \r
350         // apply velocities\r
351         local vector oldforward, oldright, oldup;\r
352         oldforward = v_forward;\r
353         oldright = v_right;\r
354         oldup = v_up;\r
355         makevectors(e.predator.v_angle);\r
356         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
357         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
358         v_forward = oldforward;\r
359         v_right = oldright;\r
360         v_up = oldup;\r
361 \r
362         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
363         e.pushltime = time + cvar("g_maxpushtime");\r
364 \r
365         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
366         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
367         {\r
368                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
369                 Vore_SwallowModel_Update(e, e.predator);\r
370         }\r
371 \r
372         // apply regurgitation damage to the predator\r
373         if(cvar("g_balance_vore_regurgitate_damage"))\r
374         {\r
375                 float regurgitate_dmg;\r
376                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
377                 if(cvar("g_healthsize"))\r
378                         regurgitate_dmg *= e.scale / e.predator.scale;\r
379                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
380         }\r
381 \r
382         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
383         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
384         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
385         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
386         e.predator.stomach_load -= 1;\r
387         e.predator.regurgitate_prepare = 0;\r
388         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
389         Vore_WeightApply(e.predator);\r
390 \r
391         // block firing for a small amount of time, or we'll be firing the next frame\r
392         e.weapon_delay = time + button_delay_time;\r
393         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
394         e.predator = world;\r
395 }\r
396 \r
397 void Vore_DeadPrey_Configure(entity e)\r
398 {\r
399         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
400 \r
401         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
402                 return;\r
403 \r
404         // this entity is like e.predator but for dead prey, to avoid conflicts\r
405         e.fakepredator = e.predator;\r
406         e.fakeprey = TRUE;\r
407 \r
408         // first release the prey from the predator, as dead prey needs to be attached differently\r
409         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
410         e.predator.stomach_load -= 1;\r
411         Vore_WeightApply(e.predator);\r
412         e.predator = world;\r
413 \r
414         // now put our dead prey inside the predator's stomach, but only as an effect\r
415         e.movetype = MOVETYPE_FOLLOW;\r
416         e.takedamage = DAMAGE_NO;\r
417         e.solid = SOLID_NOT;\r
418         e.aiment = e.fakepredator;\r
419 }\r
420 \r
421 void Vore_DeadPrey_Detach(entity e)\r
422 {\r
423         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
424         // should only execute after Vore_DeadPrey_Configure has ran first\r
425 \r
426         if not(cvar("g_vore_keepdeadprey"))\r
427                 return;\r
428 \r
429         e.fakepredator = world;\r
430         e.fakeprey = TRUE; // keep fakeprey status\r
431         e.stat_eaten = 0;\r
432         e.aiment = world;\r
433         e.movetype = MOVETYPE_TOSS;\r
434 }\r
435 \r
436 void Vore_PreyRelease(entity e, float pred_disconnect)\r
437 {\r
438         if(pred_disconnect)\r
439         {\r
440                 if(e.fakeprey)\r
441                         Vore_DeadPrey_Detach(e);\r
442                 else\r
443                         Vore_Regurgitate(e);\r
444         }\r
445         else if(self.stat_eaten && !self.fakeprey)\r
446         {\r
447                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
448                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
449                         Vore_DeadPrey_Configure(e);\r
450                 else\r
451                         Vore_Regurgitate(e);\r
452         }\r
453 }\r
454 \r
455 void Vore_Disconnect()\r
456 {\r
457         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
458 \r
459         // prey disconnects or goes spectating while inside someone's belly\r
460         if(self.stat_eaten)\r
461                 Vore_PreyRelease(self, TRUE);\r
462 \r
463         // pred disconnects or goes spectating with players in their belly\r
464         entity head;\r
465         FOR_EACH_PLAYER(head)\r
466         {\r
467                 if(head.predator == self || head.fakepredator == self)\r
468                         Vore_PreyRelease(head, TRUE);\r
469         }\r
470         Vore_GurgleSound(); // stop the gurgling sound\r
471 \r
472         self.stomach_load = self.gravity = 0; // prevents a bug\r
473 }\r
474 \r
475 .float digestion_step;\r
476 void Vore_Digest()\r
477 {\r
478         // apply digestion to prey\r
479 \r
480         if(time > self.digestion_step)\r
481         {\r
482                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
483                 float reduce;\r
484                 if(cvar("g_balance_vore_digestion_distribute"))\r
485                         reduce = self.predator.stomach_load;\r
486                 else\r
487                         reduce = 1;\r
488 \r
489                 float damage;\r
490                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
491 \r
492                 // apply player scale to digestion damage\r
493                 if(cvar("g_balance_vore_digestion_scalediff"))\r
494                         damage *= (self.predator.scale / self.scale);\r
495 \r
496                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
497                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
498                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
499 \r
500                 if (self.predator.digestsound_finished < time)\r
501                 {\r
502                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
503                         self.predator.digestsound_finished = time + 0.5;\r
504                 }\r
505                 self.digestion_step = time + steptime;\r
506         }\r
507 \r
508         if(self.deadflag != DEAD_NO)\r
509         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
510                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
511 }\r
512 \r
513 .float teamheal_step;\r
514 void Vore_Teamheal()\r
515 {\r
516         // apply teamheal\r
517 \r
518         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
519         if(time > self.teamheal_step)\r
520         {\r
521                 self.health += cvar("g_balance_vore_teamheal");\r
522                 self.teamheal_step = time + steptime;\r
523 \r
524                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
525                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
526                 {\r
527                         play2(self, "misc/beep.wav");\r
528                         play2(self.predator, "misc/beep.wav");\r
529                 }\r
530         }\r
531 }\r
532 \r
533 .float kick_pressed;\r
534 void Vore_StomachKick()\r
535 {\r
536         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
537 \r
538         if(time > self.stomachkick_delay && !self.kick_pressed)\r
539         {\r
540                 float damage;\r
541                 vector force;\r
542                 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
543                 force = v_forward * cvar("g_balance_vore_kick_force");\r
544 \r
545                 // apply player scale to the damage / force of the kick\r
546                 if(cvar("g_balance_vore_kick_scalediff"))\r
547                 {\r
548                         damage *= (self.scale / self.predator.scale);\r
549                         force *= (self.scale / self.predator.scale);\r
550                 }\r
551 \r
552                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
553                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
554                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
555                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
556 \r
557                 // abort the predator's scheduled regurgitation\r
558                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
559                         self.predator.regurgitate_prepare = 0;\r
560 \r
561                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
562                 if(cvar("g_balance_vore_kick_repress"))\r
563                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
564                         self.kick_pressed = TRUE;\r
565         }\r
566 }\r
567 \r
568 void Vore_StomachLeave()\r
569 {\r
570         // allows players to get out of their predator at will in some circumstances, such as team mates\r
571 \r
572         if(Vore_CanLeave())\r
573                 Vore_Regurgitate(self);\r
574         else if(time > self.complain_vore)\r
575         {\r
576                 play2(self, "misc/forbidden.wav");\r
577                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
578                 self.complain_vore = time + complain_delay_time;\r
579         }\r
580 }\r
581 \r
582 void Vore_AutoTaunt()\r
583 {\r
584         // triggers ambient vore taunts, for both pred and prey\r
585 \r
586         float taunt_time;\r
587 \r
588         // predator taunts\r
589         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
590         {\r
591                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
592                 {\r
593                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
594                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
595                 }\r
596         }\r
597         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
598         {\r
599                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
600                 SetAutoTaunt(self, 0, 0);\r
601         }\r
602 \r
603         // prey taunts\r
604         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
605         {\r
606                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
607                 {\r
608                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
609                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
610                 }\r
611         }\r
612         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
613         {\r
614                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
615                 SetAutoTaunt(self, 0, 0);\r
616         }\r
617 }\r
618 \r
619 void Vore_SetSbarRings()\r
620 {\r
621         // first clear the ring stats, then configure them if needed\r
622         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
623         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
624 \r
625         if(self.stat_eaten)\r
626         {\r
627                 if(time <= self.stomachkick_delay)\r
628                 {\r
629                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
630                         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
631                 }\r
632         }\r
633         else\r
634         {\r
635                 if(self.swallow_progress_pred)\r
636                 {\r
637                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
638                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
639                 }\r
640                 else if(time <= self.action_delay)\r
641                 {\r
642                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
643                         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
644                 }\r
645 \r
646                 if(self.swallow_progress_prey)\r
647                 {\r
648                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
649                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
650                 }\r
651                 else if(time <= self.regurgitate_prepare)\r
652                 {\r
653                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
654                         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
655                 }\r
656         }\r
657 }\r
658 \r
659 void Vore()\r
660 {\r
661         // main vore code, this is where it all happens\r
662 \r
663         Vore_AutoTaunt();\r
664 \r
665         // wash the goo away from players once they leave the stomach\r
666         if(!self.stat_eaten)\r
667         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
668         if(self.colormod)\r
669         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
670         {\r
671                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
672                 if(self.colormod_x > 1)\r
673                         self.colormod_x = 1;\r
674                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
675                 if(self.colormod_y > 1)\r
676                         self.colormod_y = 1;\r
677                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
678                 if(self.colormod_z > 1)\r
679                         self.colormod_z = 1;\r
680         }\r
681 \r
682         // set all vore stats\r
683         Vore_SetSbarRings();\r
684         if(self.fakepredator.classname == "player")\r
685                 self.stat_eaten = num_for_edict(self.fakepredator);\r
686         else if(self.predator.classname == "player")\r
687         {\r
688                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
689                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
690                 self.stat_eaten = num_for_edict(self.predator);\r
691         }\r
692         else\r
693         {\r
694                 self.stat_stomachload = self.stomach_load;\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         {\r
705                 entity target_predator, target_predator_predator, oldself;\r
706                 target_predator = self.predator;\r
707                 target_predator_predator = self.predator.predator;\r
708 \r
709                 Vore_Regurgitate(self);\r
710 \r
711                 // now steal our prey's prey if this probability applies\r
712                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
713                 {\r
714                         oldself = self;\r
715                         self = target_predator_predator;\r
716                         if(Swallow_condition_check(oldself))\r
717                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
718                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
719                                 Vore_Swallow(oldself);\r
720                         self = oldself;\r
721                 }\r
722         }\r
723 \r
724         // the swallow progress of prey and preds idly decrease by this amount\r
725         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
726         {\r
727                 if(self.swallow_progress_pred)\r
728                 {\r
729                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
730                         if(self.swallow_progress_pred < 0)\r
731                                 self.swallow_progress_pred = 0;\r
732                 }\r
733                 if(self.swallow_progress_prey)\r
734                 {\r
735                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
736                         if(self.swallow_progress_prey < 0)\r
737                                 self.swallow_progress_prey = 0;\r
738                 }\r
739         }\r
740 \r
741         // apply delays and skip the vore system under some circumstances\r
742         if(!cvar("g_vore")) // the vore system is disabled\r
743         {\r
744                 Vore_Disconnect();\r
745                 return;\r
746         }\r
747         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
748         {\r
749                 Vore_Disconnect();\r
750                 return;\r
751         }\r
752         if(self.spectatee_status)\r
753                 return;\r
754         if(time < self.system_delay)\r
755                 return;\r
756 \r
757 // --------------------------------\r
758 // Code that addresses predators:\r
759 // --------------------------------\r
760 \r
761         entity prey;\r
762         prey = Swallow_player_check();\r
763 \r
764         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
765         self.stat_canswallow = 0;\r
766         if(Swallow_condition_check(prey))\r
767         {\r
768                 // canswallow stat, used by the HUD\r
769                 if(teams_matter && prey.team == self.team)\r
770                         self.stat_canswallow = 2;\r
771                 else\r
772                         self.stat_canswallow = 1;\r
773 \r
774                 if(self.BUTTON_ATCK)\r
775                         Vore_SwallowStep(prey);\r
776         }\r
777         else if(prey != world)\r
778                 self.stat_canswallow = -1;\r
779 \r
780         // toggle digestion, if the player has someone in their stomach\r
781         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
782         {\r
783                 if(self.stomach_load)\r
784                 {\r
785                         if(time > self.digest_button_delay_time)\r
786                         {\r
787                                 self.digesting = !self.digesting;\r
788                                 self.digest_button_delay_time = time + button_delay_time;\r
789                         }\r
790                 }\r
791                 else if(time > self.complain_vore)\r
792                 {\r
793                         play2(self, "misc/forbidden.wav");\r
794                         sprint(self, "There is nothing to digest\n");\r
795                         self.complain_vore = time + complain_delay_time;\r
796                 }\r
797         }\r
798         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
799                 self.digesting = FALSE;\r
800 \r
801         // predator wishes to regurgitate his prey\r
802         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
803         {\r
804                 if(self.stomach_load)\r
805                 {\r
806                         if(time > self.regurgitate_button_delay_time)\r
807                         {\r
808                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
809                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
810                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
811                         }\r
812                 }\r
813                 else if(time > self.complain_vore)\r
814                 {\r
815                         play2(self, "misc/forbidden.wav");\r
816                         sprint(self, "There is nothing to regurgitate\n");\r
817                         self.complain_vore = time + complain_delay_time;\r
818                 }\r
819         }\r
820 \r
821         if(cvar("g_vore_gurglesound"))\r
822                 Vore_GurgleSound();\r
823 \r
824 // --------------------------------\r
825 // Code that addresses the prey:\r
826 // --------------------------------\r
827 \r
828         Vore_SetPreyPositions();\r
829 \r
830         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
831         if(self.fakeprey)\r
832         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
833                 Vore_DeadPrey_Detach(self);\r
834 \r
835         if(!self.stat_eaten)\r
836                 return;\r
837 \r
838         if(self.deadflag != DEAD_NO)\r
839         {\r
840                 Vore_PreyRelease(self, FALSE);\r
841                 return;\r
842         }\r
843 \r
844         if(self.predator.deadflag != DEAD_NO)\r
845                 Vore_Regurgitate(self);\r
846         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
847                 Vore_Regurgitate(self);\r
848 \r
849         // apply delayed regurgitating if it was scheduled\r
850         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
851         {\r
852                 self.predator.regurgitate_prepare = 0;\r
853                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
854                 Vore_Regurgitate(self);\r
855         }\r
856 \r
857         // execute digesting and team healing\r
858         if(self.predator.digesting == TRUE)\r
859                 Vore_Digest();\r
860         if(teams_matter && self.team == self.predator.team)\r
861         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
862                 Vore_Teamheal();\r
863 \r
864         // execute prey commands\r
865         if(self.BUTTON_ATCK)\r
866         {\r
867                 if(cvar("g_vore_kick"))\r
868                         Vore_StomachKick();\r
869         }\r
870         else\r
871                 self.kick_pressed = FALSE;\r
872         if(self.BUTTON_JUMP)\r
873                 Vore_StomachLeave();\r
874 \r
875         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
876         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
877         kh_Key_DropAll(self, FALSE);\r
878 }