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