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