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