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Add a request made by several players; A way to disable digestion, for gentle vore...
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1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_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         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore)\r
39                         {\r
40                                 play2(self, "misc/unavailable.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore)\r
50                         {\r
51                                 play2(self, "misc/unavailable.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore)\r
62                         {\r
63                                 play2(self, "misc/unavailable.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 return TRUE;\r
71         }\r
72         return FALSE;\r
73 }\r
74 \r
75 float Vore_CanLeave()\r
76 {\r
77         if(self.predator.classname == "player")\r
78         {\r
79                 if(teams_matter && self.team == self.predator.team)\r
80                         return TRUE;\r
81                 if(g_rpg && cvar("g_rpg_canleave"))\r
82                         return TRUE;\r
83         }\r
84         return FALSE;\r
85 }\r
86 \r
87 // make the camera smoothly lower itself when we get swallowed\r
88 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
89 .float cameraeffect_current, cameraeffect_target;\r
90 void Vore_CameraEffect_Set(entity e)\r
91 {\r
92         e.cameraeffect_current = 1;\r
93         e.cameraeffect_target = 2;\r
94 }\r
95 void Vore_CameraEffect_Apply()\r
96 {\r
97         if(self.predator.classname != "player")\r
98                 return;\r
99 \r
100         if(self.cvar_cl_vore_cameraspeed)\r
101         {\r
102                 local float step;\r
103                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
104 \r
105                 // not sure if these maths are good, as the effect should be smoother\r
106                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
107                         self.cameraeffect_current -= step;\r
108                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
109                         self.cameraeffect_current += step;\r
110         }\r
111         else\r
112                 self.cameraeffect_current = self.cameraeffect_target;\r
113 \r
114         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
115 }\r
116 \r
117 .float gurgle_oldstomachload;\r
118 void Vore_Gurglesound()\r
119 {\r
120         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
121         {\r
122                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
123 \r
124                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
125                 self.gurgle_oldstomachload = self.stomach_load;\r
126         }\r
127 }\r
128 \r
129 void Vore_Weight_apply(entity e)\r
130 {\r
131         // apply stomach weight that makes you heavier the more you eat\r
132         // slowing the player is done in cl_physics.qc\r
133 \r
134         if(e.stomach_load != e.vore_oldstomachload)\r
135                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
136         if(e.gravity == 0)\r
137                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
138         e.vore_oldstomachload = e.stomach_load;\r
139 }\r
140 \r
141 .entity pusher;\r
142 .float pushltime;\r
143 void Vore_Swallow(entity e)\r
144 {\r
145         // this player is being swallowed by another player, apply the proper changes\r
146 \r
147         e.vore_oldmovetype = e.movetype;\r
148         e.vore_oldsolid = e.solid;\r
149 \r
150         e.predator = self;\r
151         setorigin(e, e.predator.origin);\r
152         e.velocity = '0 0 0';\r
153         e.movetype = MOVETYPE_FOLLOW;\r
154         e.solid = SOLID_NOT;\r
155         e.alpha = -1; // best way of hiding the eaten player\r
156         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
157 \r
158         // drop keys (KH) and flags (CTF) when we get swallowed\r
159         kh_Key_DropAll(e, FALSE);\r
160         if(e.flagcarried)\r
161                 DropFlag(e.flagcarried, world, e.predator);\r
162 \r
163         Vore_CameraEffect_Set(e);\r
164 \r
165         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
166                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
167 \r
168         if(teams_matter && e.team == e.predator.team)\r
169         {\r
170                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
171                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
172         }\r
173 \r
174         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
175         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
176         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
177         e.predator.stomach_load += 1;\r
178         e.predator.regurgitate_prepare = 0;\r
179         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
180         Vore_Weight_apply(e.predator);\r
181 \r
182         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
183         e.predator.weapon_delay = time + button_delay_time;\r
184         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
185         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
186 }\r
187 \r
188 void Vore_Regurgitate(entity e)\r
189 {\r
190         // this player is being regurgitated by their predator, apply the proper changes\r
191 \r
192         e.movetype = e.vore_oldmovetype;\r
193         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
194                 e.solid = e.vore_oldsolid;\r
195         e.view_ofs_z = PL_VIEW_OFS_z;\r
196         e.alpha = default_player_alpha;\r
197 \r
198         // apply velocities\r
199         local vector oldforward, oldright, oldup;\r
200         oldforward = v_forward;\r
201         oldright = v_right;\r
202         oldup = v_up;\r
203         makevectors(e.predator.v_angle);\r
204         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
205         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
206         v_forward = oldforward;\r
207         v_right = oldright;\r
208         v_up = oldup;\r
209 \r
210         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
211         e.pushltime = time + cvar("g_maxpushtime");\r
212 \r
213         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
214         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
215         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
216         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
217         e.predator.stomach_load -= 1;\r
218         e.predator.regurgitate_prepare = 0;\r
219         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
220         Vore_Weight_apply(e.predator);\r
221 \r
222         // block firing for a small amount of time, or we'll be firing the next frame\r
223         e.weapon_delay = time + button_delay_time;\r
224         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
225         e.predator = world;\r
226 }\r
227 \r
228 void Vore_Disconnect()\r
229 {\r
230         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
231 \r
232         // prey disconnects or goes spectating while inside someone's belly\r
233         if(self.predator.classname == "player")\r
234                 Vore_Regurgitate(self);\r
235 \r
236         // pred disconnects or goes spectating with players in their belly\r
237         else if(self.stomach_load > 0)\r
238         {\r
239                 entity head;\r
240                 FOR_EACH_PLAYER(head)\r
241                 {\r
242                         if(head.predator == self)\r
243                                 Vore_Regurgitate(head);\r
244                 }\r
245                 Vore_Gurglesound(); // stop the gurgling sound\r
246         }\r
247 \r
248         self.stomach_load = self.gravity = 0; // prevents a bug\r
249 }\r
250 \r
251 .float digestion_step;\r
252 void Vore_Digest()\r
253 {\r
254         // apply digestion to prey\r
255 \r
256         if(!cvar("g_vore_digestion"))\r
257                 return;\r
258 \r
259         if(time > self.predator.digestion_step)\r
260         {\r
261                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
262                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
263                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
264 \r
265                 if (self.predator.digestsound_finished < time)\r
266                 {\r
267                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
268                         self.predator.digestsound_finished = time + 0.5;\r
269                 }\r
270                 self.predator.digestion_step = time + steptime;\r
271         }\r
272 \r
273         if(self.health <= 0)\r
274         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
275                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
276 }\r
277 \r
278 .float teamheal_step;\r
279 void Vore_Teamheal()\r
280 {\r
281         // apply teamheal\r
282 \r
283         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
284         if(time > self.teamheal_step)\r
285         {\r
286                 self.health += cvar("g_balance_vore_teamheal");\r
287                 self.teamheal_step = time + steptime;\r
288         }\r
289 }\r
290 \r
291 .float stomachkick_delay;\r
292 void Vore_StomachKick()\r
293 {\r
294         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
295 \r
296         if(!cvar("g_vore_kick"))\r
297                 return;\r
298 \r
299         if(time > self.stomachkick_delay)\r
300         {\r
301                 float damage;\r
302                 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
303                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
304                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
305 \r
306                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
307                         Vore_Regurgitate(self);\r
308 \r
309                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
310         }\r
311 }\r
312 \r
313 void Vore_StomachLeave()\r
314 {\r
315         // allows players to get out of their predator at will in some circumstances, such as team mates\r
316 \r
317         if(Vore_CanLeave())\r
318                 Vore_Regurgitate(self);\r
319         else if(time > self.complain_vore)\r
320         {\r
321                 play2(self, "misc/unavailable.wav");\r
322                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
323                 self.complain_vore = time + complain_delay_time;\r
324         }\r
325 }\r
326 \r
327 void Vore()\r
328 {\r
329         // main vore code, this is where it all happens\r
330 \r
331         if(!cvar("g_vore")) // the vore system is disabled\r
332         {\r
333                 Vore_Disconnect();\r
334                 return;\r
335         }\r
336 \r
337         // set all vore related stats\r
338         if(self.predator.classname == "player")\r
339         {\r
340                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
341                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
342                 self.stat_eaten = num_for_edict(self.predator);\r
343         }\r
344         else\r
345         {\r
346                 self.stat_stomachload = self.stomach_load;\r
347                 self.stat_digesting = self.digesting;\r
348                 self.stat_eaten = 0;\r
349         }\r
350         self.stat_canleave = Vore_CanLeave();\r
351 \r
352         // don't allow a player inside a player inside another player :)\r
353         // prevent this by checking if such has happened, and taking the proper measures\r
354         // this code has a high priority and must not be stopped by any delay, so run it here\r
355         if(self.predator.predator.classname == "player")\r
356         {\r
357                 entity target_predator, target_predator_predator, oldself;\r
358                 target_predator = self.predator;\r
359                 target_predator_predator = self.predator.predator;\r
360 \r
361                 Vore_Regurgitate(self);\r
362 \r
363                 // now steal our prey's prey if this probability applies\r
364                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
365                 {\r
366                         oldself = self;\r
367                         self = target_predator_predator;\r
368                         if(Swallow_condition_check(oldself))\r
369                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
370                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
371                                 Vore_Swallow(oldself);\r
372                         self = oldself;\r
373                 }\r
374         }\r
375 \r
376         // apply delays and skip the vore system under some circumstances\r
377         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
378         {\r
379                 Vore_Disconnect();\r
380                 return;\r
381         }\r
382         if(self.spectatee_status)\r
383                 return;\r
384         if(time < self.system_delay)\r
385                 return;\r
386 \r
387 // --------------------------------\r
388 // Code that addresses predators:\r
389 // --------------------------------\r
390 \r
391         entity prey;\r
392         prey = Swallow_player_check();\r
393 \r
394         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
395         if(self.BUTTON_ATCK)\r
396         if(Swallow_condition_check(prey))\r
397                 Vore_Swallow(prey);\r
398 \r
399         // toggle digestion, if the player has someone in their stomach\r
400         if(self.BUTTON_DIGEST)\r
401         {\r
402                 if(self.stomach_load)\r
403                 {\r
404                         if(time > self.digest_button_delay_time)\r
405                         {\r
406                                 self.digesting = !self.digesting;\r
407                                 self.digest_button_delay_time = time + button_delay_time;\r
408                         }\r
409                 }\r
410                 else if(time > self.complain_vore)\r
411                 {\r
412                         play2(self, "misc/unavailable.wav");\r
413                         sprint(self, "There is nothing to digest\n");\r
414                         self.complain_vore = time + complain_delay_time;\r
415                 }\r
416         }\r
417         if(!self.stomach_load)\r
418                 self.digesting = FALSE;\r
419 \r
420         // predator wishes to regurgitate his prey\r
421         if(self.BUTTON_REGURGITATE)\r
422         {\r
423                 if(self.stomach_load)\r
424                 {\r
425                         if(time > self.regurgitate_button_delay_time)\r
426                         {\r
427                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
428                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
429                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
430                         }\r
431                 }\r
432                 else if(time > self.complain_vore)\r
433                 {\r
434                         play2(self, "misc/unavailable.wav");\r
435                         sprint(self, "There is nothing to regurgitate\n");\r
436                         self.complain_vore = time + complain_delay_time;\r
437                 }\r
438         }\r
439 \r
440         if(cvar("g_vore_gurglesound"))\r
441                 Vore_Gurglesound();\r
442 \r
443 // --------------------------------\r
444 // Code that addresses the prey:\r
445 // --------------------------------\r
446 \r
447         if(self.predator.classname != "player")\r
448                 return;\r
449 \r
450         if(self.deadflag || self.predator.deadflag)\r
451                 Vore_Regurgitate(self);\r
452         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
453                 Vore_Regurgitate(self);\r
454 \r
455         // apply delayed regurgitating if it was scheduled\r
456         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
457         {\r
458                 self.predator.regurgitate_prepare = 0;\r
459                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
460                 Vore_Regurgitate(self);\r
461         }\r
462 \r
463         // execute digesting and team healing\r
464         if(self.predator.digesting == TRUE)\r
465                 Vore_Digest();\r
466         if(teams_matter && self.team == self.predator.team)\r
467         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
468                 Vore_Teamheal();\r
469 \r
470         // execute prey commands\r
471         if(self.BUTTON_ATCK)\r
472                 Vore_StomachKick();\r
473         if(self.BUTTON_JUMP)\r
474                 Vore_StomachLeave();\r
475 \r
476         Vore_CameraEffect_Apply();\r
477 }