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Don't hide the predator's stomach model behind walls. This fixes walls showing throug...
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1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetPreyPositions()\r
100 {\r
101         // self is the predator and head is the prey\r
102 \r
103         local entity head;\r
104         local vector origin_apply;\r
105         local float position_counter;\r
106 \r
107         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
108         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
109         // For each player, the origin is updated, then a new origin is used for the next player.\r
110         // This requires that no more than 9 players may be in the stomach at a time!\r
111         FOR_EACH_PLAYER(head)\r
112         {\r
113                 if(head.predator == self)\r
114                 {\r
115                         switch(position_counter)\r
116                         {\r
117                                 case 0:\r
118                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
119                                         break;\r
120                                 case 1:\r
121                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
122                                         break;\r
123                                 case 2:\r
124                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
125                                         break;\r
126                                 case 3:\r
127                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
128                                         break;\r
129                                 case 4:\r
130                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
131                                         break;\r
132                                 case 5:\r
133                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
134                                         break;\r
135                                 case 6:\r
136                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
137                                         break;\r
138                                 case 7:\r
139                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
140                                         break;\r
141                                 case 8:\r
142                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
143                                         break;\r
144                                 default:\r
145                                         break;\r
146                         }\r
147 \r
148                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
149                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
150                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
151 \r
152                         // change prey height based on scale\r
153                         float prey_height;\r
154                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
155                         head.view_ofs_z += prey_height;\r
156 \r
157                         position_counter += 1;\r
158                 }\r
159         }\r
160 }\r
161 \r
162 .float gurgle_oldstomachload;\r
163 void Vore_GurgleSound()\r
164 {\r
165         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
166         {\r
167                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
168 \r
169                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
170                 self.gurgle_oldstomachload = self.stomach_load;\r
171         }\r
172 }\r
173 \r
174 void Vore_WeightApply(entity e)\r
175 {\r
176         // apply stomach weight that makes you heavier the more you eat\r
177         // slowing the player is done in cl_physics.qc\r
178 \r
179         if(e.stomach_load != e.vore_oldstomachload)\r
180                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
181         if(e.gravity == 0)\r
182                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
183         e.vore_oldstomachload = e.stomach_load;\r
184 }\r
185 \r
186 void Vore_AutoDigest(entity e)\r
187 {\r
188         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
189 \r
190         if(!cvar("g_vore_digestion") || e.digesting)\r
191                 return;\r
192         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
193                 return; // this feature is only for players, not bots\r
194         if(e.stomach_load > 1)\r
195                 return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
196         if(Stomach_TeamMates_check(e))\r
197                 return; // never begin automatic digestion if we've swallowed a team mate\r
198 \r
199         e.digesting = TRUE;\r
200 }\r
201 \r
202 .entity 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         Vore_WeightApply(e.predator);\r
299         Vore_AutoDigest(e.predator);\r
300 \r
301         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
302         e.predator.weapon_delay = time + button_delay_time;\r
303         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
304         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
305         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
306 }\r
307 \r
308 void Vore_SwallowStep(entity e)\r
309 {\r
310         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
311         {\r
312                 Vore_Swallow(e);\r
313                 return;\r
314         }\r
315 \r
316         Vore_SwallowModel_Update(e, self);\r
317 \r
318         // increase the progress value until it reaches 1, then swallow the player\r
319         if(e.swallow_progress_prey < 1)\r
320         {\r
321                 float fill;\r
322                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
323                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
324                         fill *= (self.scale / e.scale);\r
325                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
326                         fill /= e.stomach_load;\r
327 \r
328                 e.swallow_progress_prey += fill;\r
329         }\r
330         else\r
331         {\r
332                 Vore_Swallow(e);\r
333                 e.swallow_progress_prey = 0;\r
334         }\r
335 \r
336         // the predator's progress is how much the prey got swallowed\r
337         self.swallow_progress_pred = e.swallow_progress_prey;\r
338 }\r
339 \r
340 void Vore_Regurgitate(entity e)\r
341 {\r
342         // this player is being regurgitated by their predator, apply the proper changes\r
343 \r
344         e.movetype = e.vore_oldmovetype;\r
345         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
346                 e.solid = e.vore_oldsolid;\r
347         e.view_ofs_z = PL_VIEW_OFS_z;\r
348 \r
349         // apply velocities\r
350         local vector oldforward, oldright, oldup;\r
351         oldforward = v_forward;\r
352         oldright = v_right;\r
353         oldup = v_up;\r
354         makevectors(e.predator.v_angle);\r
355         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
356         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
357         v_forward = oldforward;\r
358         v_right = oldright;\r
359         v_up = oldup;\r
360 \r
361         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
362         e.pushltime = time + cvar("g_maxpushtime");\r
363 \r
364         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
365         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
366         {\r
367                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
368                 Vore_SwallowModel_Update(e, e.predator);\r
369         }\r
370 \r
371         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
372         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
373         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
374         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
375         e.predator.stomach_load -= 1;\r
376         e.predator.regurgitate_prepare = 0;\r
377         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
378         Vore_WeightApply(e.predator);\r
379 \r
380         // block firing for a small amount of time, or we'll be firing the next frame\r
381         e.weapon_delay = time + button_delay_time;\r
382         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
383         e.predator = world;\r
384 }\r
385 \r
386 void Vore_DeadPrey_Configure(entity e)\r
387 {\r
388         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
389 \r
390         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
391                 return;\r
392 \r
393         // this entity is like e.predator but for dead prey, to avoid conflicts\r
394         e.fakepredator = e.predator;\r
395         e.fakeprey = TRUE;\r
396 \r
397         // first release the prey from the predator, as dead prey needs to be attached differently\r
398         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
399         e.predator.stomach_load -= 1;\r
400         Vore_WeightApply(e.predator);\r
401         e.predator = world;\r
402 \r
403         // now put our dead prey inside the predator's stomach, but only as an effect\r
404         e.movetype = MOVETYPE_FOLLOW;\r
405         e.takedamage = DAMAGE_NO;\r
406         e.solid = SOLID_NOT;\r
407         e.aiment = e.fakepredator;\r
408 }\r
409 \r
410 void Vore_DeadPrey_Detach(entity e)\r
411 {\r
412         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
413         // should only execute after Vore_DeadPrey_Configure has ran first\r
414 \r
415         if not(cvar("g_vore_keepdeadprey"))\r
416                 return;\r
417 \r
418         e.fakepredator = world;\r
419         e.fakeprey = TRUE; // keep fakeprey status\r
420         e.stat_eaten = 0;\r
421         e.aiment = world;\r
422         e.movetype = MOVETYPE_TOSS;\r
423 }\r
424 \r
425 void Vore_PreyRelease(entity e, float pred_disconnect)\r
426 {\r
427         if(pred_disconnect)\r
428         {\r
429                 if(e.fakeprey)\r
430                         Vore_DeadPrey_Detach(e);\r
431                 else\r
432                         Vore_Regurgitate(e);\r
433         }\r
434         else if(self.stat_eaten && !self.fakeprey)\r
435         {\r
436                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
437                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
438                         Vore_DeadPrey_Configure(e);\r
439                 else\r
440                         Vore_Regurgitate(e);\r
441         }\r
442 }\r
443 \r
444 void Vore_Disconnect()\r
445 {\r
446         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
447 \r
448         // prey disconnects or goes spectating while inside someone's belly\r
449         if(self.stat_eaten)\r
450                 Vore_PreyRelease(self, TRUE);\r
451 \r
452         // pred disconnects or goes spectating with players in their belly\r
453         entity head;\r
454         FOR_EACH_PLAYER(head)\r
455         {\r
456                 if(head.predator == self || head.fakepredator == self)\r
457                         Vore_PreyRelease(head, TRUE);\r
458         }\r
459         Vore_GurgleSound(); // stop the gurgling sound\r
460 \r
461         self.stomach_load = self.gravity = 0; // prevents a bug\r
462 }\r
463 \r
464 .float digestion_step;\r
465 void Vore_Digest()\r
466 {\r
467         // apply digestion to prey\r
468 \r
469         if(time > self.digestion_step)\r
470         {\r
471                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
472                 float reduce;\r
473                 if(cvar("g_balance_vore_digestion_distribute"))\r
474                         reduce = self.predator.stomach_load;\r
475                 else\r
476                         reduce = 1;\r
477 \r
478                 float damage;\r
479                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
480 \r
481                 // apply player scale to digestion damage\r
482                 if(cvar("g_balance_vore_digestion_scalediff"))\r
483                         damage *= (self.predator.scale / self.scale);\r
484 \r
485                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
486                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
487                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
488 \r
489                 if (self.predator.digestsound_finished < time)\r
490                 {\r
491                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
492                         self.predator.digestsound_finished = time + 0.5;\r
493                 }\r
494                 self.digestion_step = time + steptime;\r
495         }\r
496 \r
497         if(self.deadflag != DEAD_NO)\r
498         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
499                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
500 }\r
501 \r
502 .float teamheal_step;\r
503 void Vore_Teamheal()\r
504 {\r
505         // apply teamheal\r
506 \r
507         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
508         if(time > self.teamheal_step)\r
509         {\r
510                 self.health += cvar("g_balance_vore_teamheal");\r
511                 self.teamheal_step = time + steptime;\r
512 \r
513                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
514                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
515                 {\r
516                         play2(self, "misc/beep.wav");\r
517                         play2(self.predator, "misc/beep.wav");\r
518                 }\r
519         }\r
520 }\r
521 \r
522 .float kick_pressed;\r
523 void Vore_StomachKick()\r
524 {\r
525         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
526 \r
527         if(time > self.stomachkick_delay && !self.kick_pressed)\r
528         {\r
529                 float damage;\r
530                 vector force;\r
531                 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
532                 force = v_forward * cvar("g_balance_vore_kick_force");\r
533 \r
534                 // apply player scale to the damage / force of the kick\r
535                 if(cvar("g_balance_vore_kick_scalediff"))\r
536                 {\r
537                         damage *= (self.scale / self.predator.scale);\r
538                         force *= (self.scale / self.predator.scale);\r
539                 }\r
540 \r
541                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
542                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
543                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
544                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
545 \r
546                 // abort the predator's scheduled regurgitation\r
547                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
548                         self.predator.regurgitate_prepare = 0;\r
549 \r
550                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
551                 if(cvar("g_balance_vore_kick_repress"))\r
552                         self.kick_pressed = TRUE;\r
553         }\r
554 }\r
555 \r
556 void Vore_StomachLeave()\r
557 {\r
558         // allows players to get out of their predator at will in some circumstances, such as team mates\r
559 \r
560         if(Vore_CanLeave())\r
561                 Vore_Regurgitate(self);\r
562         else if(time > self.complain_vore)\r
563         {\r
564                 play2(self, "misc/forbidden.wav");\r
565                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
566                 self.complain_vore = time + complain_delay_time;\r
567         }\r
568 }\r
569 \r
570 void Vore_AutoTaunt()\r
571 {\r
572         // triggers ambient vore taunts, for both pred and prey\r
573 \r
574         float taunt_time;\r
575 \r
576         // predator taunts\r
577         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
578         {\r
579                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
580                 {\r
581                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
582                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
583                 }\r
584         }\r
585         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
586         {\r
587                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
588                 SetAutoTaunt(self, 0, 0);\r
589         }\r
590 \r
591         // prey taunts\r
592         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
593         {\r
594                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
595                 {\r
596                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
597                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
598                 }\r
599         }\r
600         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
601         {\r
602                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
603                 SetAutoTaunt(self, 0, 0);\r
604         }\r
605 }\r
606 \r
607 void Vore_SetSbarRings()\r
608 {\r
609         // first clear the ring stats, then configure them if needed\r
610         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
611         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
612 \r
613         if(self.stat_eaten)\r
614         {\r
615                 if(time <= self.stomachkick_delay)\r
616                 {\r
617                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
618                         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
619                 }\r
620         }\r
621         else\r
622         {\r
623                 if(self.swallow_progress_pred)\r
624                 {\r
625                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
626                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
627                 }\r
628                 else if(time <= self.action_delay)\r
629                 {\r
630                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
631                         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
632                 }\r
633 \r
634                 if(self.swallow_progress_prey)\r
635                 {\r
636                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
637                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
638                 }\r
639                 else if(time <= self.regurgitate_prepare)\r
640                 {\r
641                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
642                         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
643                 }\r
644         }\r
645 }\r
646 \r
647 void Vore()\r
648 {\r
649         // main vore code, this is where it all happens\r
650 \r
651         if(!cvar("g_vore")) // the vore system is disabled\r
652         {\r
653                 Vore_Disconnect();\r
654                 return;\r
655         }\r
656 \r
657         Vore_AutoTaunt();\r
658 \r
659         // wash the goo away from players once they leave the stomach\r
660         if(!self.stat_eaten)\r
661         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
662         if(self.colormod)\r
663         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
664         {\r
665                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
666                 if(self.colormod_x > 1)\r
667                         self.colormod_x = 1;\r
668                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
669                 if(self.colormod_y > 1)\r
670                         self.colormod_y = 1;\r
671                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
672                 if(self.colormod_z > 1)\r
673                         self.colormod_z = 1;\r
674         }\r
675 \r
676         // set all vore stats\r
677         Vore_SetSbarRings();\r
678         if(self.fakepredator.classname == "player")\r
679                 self.stat_eaten = num_for_edict(self.fakepredator);\r
680         else if(self.predator.classname == "player")\r
681         {\r
682                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
683                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
684                 self.stat_eaten = num_for_edict(self.predator);\r
685         }\r
686         else\r
687         {\r
688                 self.stat_stomachload = self.stomach_load;\r
689                 self.stat_digesting = self.digesting;\r
690                 self.stat_eaten = 0;\r
691         }\r
692         self.stat_canleave = Vore_CanLeave();\r
693 \r
694         // don't allow a player inside a player inside another player :)\r
695         // prevent this by checking if such has happened, and taking the proper measures\r
696         // this code has a high priority and must not be stopped by any delay, so run it here\r
697         if(self.predator.stat_eaten)\r
698         {\r
699                 entity target_predator, target_predator_predator, oldself;\r
700                 target_predator = self.predator;\r
701                 target_predator_predator = self.predator.predator;\r
702 \r
703                 Vore_Regurgitate(self);\r
704 \r
705                 // now steal our prey's prey if this probability applies\r
706                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
707                 {\r
708                         oldself = self;\r
709                         self = target_predator_predator;\r
710                         if(Swallow_condition_check(oldself))\r
711                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
712                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
713                                 Vore_Swallow(oldself);\r
714                         self = oldself;\r
715                 }\r
716         }\r
717 \r
718         // the swallow progress of prey and preds idly decrease by this amount\r
719         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
720         {\r
721                 if(self.swallow_progress_pred)\r
722                 {\r
723                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
724                         if(self.swallow_progress_pred < 0)\r
725                                 self.swallow_progress_pred = 0;\r
726                 }\r
727                 if(self.swallow_progress_prey)\r
728                 {\r
729                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
730                         if(self.swallow_progress_prey < 0)\r
731                                 self.swallow_progress_prey = 0;\r
732                 }\r
733         }\r
734 \r
735         // apply delays and skip the vore system under some circumstances\r
736         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
737         {\r
738                 Vore_Disconnect();\r
739                 return;\r
740         }\r
741         if(self.spectatee_status)\r
742                 return;\r
743         if(time < self.system_delay)\r
744                 return;\r
745 \r
746 // --------------------------------\r
747 // Code that addresses predators:\r
748 // --------------------------------\r
749 \r
750         entity prey;\r
751         prey = Swallow_player_check();\r
752 \r
753         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
754         self.stat_canswallow = 0;\r
755         if(Swallow_condition_check(prey))\r
756         {\r
757                 // canswallow stat, used by the HUD\r
758                 if(teams_matter && prey.team == self.team)\r
759                         self.stat_canswallow = 2;\r
760                 else\r
761                         self.stat_canswallow = 1;\r
762 \r
763                 if(self.BUTTON_ATCK)\r
764                         Vore_SwallowStep(prey);\r
765         }\r
766         else if(prey != world)\r
767                 self.stat_canswallow = -1;\r
768 \r
769         // toggle digestion, if the player has someone in their stomach\r
770         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
771         {\r
772                 if(self.stomach_load)\r
773                 {\r
774                         if(time > self.digest_button_delay_time)\r
775                         {\r
776                                 self.digesting = !self.digesting;\r
777                                 self.digest_button_delay_time = time + button_delay_time;\r
778                         }\r
779                 }\r
780                 else if(time > self.complain_vore)\r
781                 {\r
782                         play2(self, "misc/forbidden.wav");\r
783                         sprint(self, "There is nothing to digest\n");\r
784                         self.complain_vore = time + complain_delay_time;\r
785                 }\r
786         }\r
787         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
788                 self.digesting = FALSE;\r
789 \r
790         // predator wishes to regurgitate his prey\r
791         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
792         {\r
793                 if(self.stomach_load)\r
794                 {\r
795                         if(time > self.regurgitate_button_delay_time)\r
796                         {\r
797                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
798                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
799                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
800                         }\r
801                 }\r
802                 else if(time > self.complain_vore)\r
803                 {\r
804                         play2(self, "misc/forbidden.wav");\r
805                         sprint(self, "There is nothing to regurgitate\n");\r
806                         self.complain_vore = time + complain_delay_time;\r
807                 }\r
808         }\r
809 \r
810         if(cvar("g_vore_gurglesound"))\r
811                 Vore_GurgleSound();\r
812 \r
813 // --------------------------------\r
814 // Code that addresses the prey:\r
815 // --------------------------------\r
816 \r
817         Vore_SetPreyPositions();\r
818 \r
819         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
820         if(self.fakeprey)\r
821         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
822                 Vore_DeadPrey_Detach(self);\r
823 \r
824         if(!self.stat_eaten)\r
825                 return;\r
826 \r
827         if(self.deadflag != DEAD_NO)\r
828         {\r
829                 Vore_PreyRelease(self, FALSE);\r
830                 return;\r
831         }\r
832 \r
833         if(self.predator.deadflag != DEAD_NO)\r
834                 Vore_Regurgitate(self);\r
835         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
836                 Vore_Regurgitate(self);\r
837 \r
838         // apply delayed regurgitating if it was scheduled\r
839         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
840         {\r
841                 self.predator.regurgitate_prepare = 0;\r
842                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
843                 Vore_Regurgitate(self);\r
844         }\r
845 \r
846         // execute digesting and team healing\r
847         if(self.predator.digesting == TRUE)\r
848                 Vore_Digest();\r
849         if(teams_matter && self.team == self.predator.team)\r
850         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
851                 Vore_Teamheal();\r
852 \r
853         // execute prey commands\r
854         if(self.BUTTON_ATCK)\r
855         {\r
856                 if(cvar("g_vore_kick"))\r
857                         Vore_StomachKick();\r
858         }\r
859         else\r
860                 self.kick_pressed = FALSE;\r
861         if(self.BUTTON_JUMP)\r
862                 Vore_StomachLeave();\r
863 \r
864         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
865         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
866         kh_Key_DropAll(self, FALSE);\r
867 }