]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Use modelindex to hide dead fakeprey. Also fix another issue, which was causing the...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index bb35b189cef495b052952417ac3ffc6ce76d2012..1df5d2f42b1ed3a8b83b791e01cd4316b6d1eb61 100644 (file)
@@ -1,16 +1,17 @@
 .float regurgitate_prepare;\r
-.float system_delay, swallow_delay, digest_button_delay, regurgitate_button_delay;\r
-.float complain_swallow;\r
-const float complain_delay = 1;\r
-const float button_delay = 0.5;\r
-const float steptime = 0.1;\r
-const float system_delay_time = 0.1;\r
-\r
+.float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
+.float complain_vore;\r
 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
 \r
-entity Swallow_distance_check()\r
+const float system_delay_time = 0.1;\r
+const float complain_delay_time = 1;\r
+const float button_delay_time = 0.5;\r
+const float steptime = 0.1;\r
+\r
+entity Swallow_player_check()\r
 {\r
        // check if we can swallow a player instead of firing our weapon\r
+\r
        vector w_shotorg, w_shotdir;\r
        w_shotorg = self.origin + self.view_ofs;\r
        w_shotdir = v_forward;\r
@@ -24,18 +25,32 @@ entity Swallow_distance_check()
 \r
 float Swallow_condition_check(entity prey)\r
 {\r
-       // checks the necessary conditions for swallowing another player\r
-       if(prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
-       if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
-       if(self.eater.classname != "player") // we can't swallow players while inside someone's stomach ourselves\r
+       // checks the necessary conditions for swallowing a player\r
+\r
+       if(prey != self)\r
+       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
+       if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+       if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+       if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
        {\r
+               if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+               {\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
+                       {\r
+                               play2(self, "misc/forbidden.wav");\r
+                               sprint(self, "You cannot swallow your team mates\n");\r
+                               self.complain_vore = time + complain_delay_time;\r
+                       }\r
+                       return FALSE;\r
+               }\r
+\r
                if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
                {\r
-                       if(time > self.complain_swallow)\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/forbidden.wav");\r
                                sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
-                               self.complain_swallow = time + complain_delay;\r
+                               self.complain_vore = time + complain_delay_time;\r
                        }\r
                        return FALSE;\r
                }\r
@@ -43,211 +58,475 @@ float Swallow_condition_check(entity prey)
                if(cvar("g_vore_biggergut"))\r
                if(prey.stomach_load > self.stomach_load)\r
                {\r
-                       if(time > self.complain_swallow)\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/forbidden.wav");\r
                                sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
-                               self.complain_swallow = time + complain_delay;\r
+                               self.complain_vore = time + complain_delay_time;\r
                        }\r
                        return FALSE;\r
                }\r
+\r
                return TRUE;\r
        }\r
        return FALSE;\r
 }\r
 \r
-void Vore_Weight_apply(entity e)\r
+float Stomach_TeamMates_check(entity pred)\r
+{\r
+       // checks if a player's stomach contains any team mates\r
+\r
+       entity head;\r
+       if(teams_matter)\r
+       {\r
+               FOR_EACH_PLAYER(head)\r
+               {\r
+                       if(head.predator == pred && head.team == pred.team)\r
+                               return TRUE;\r
+               }\r
+       }\r
+       return FALSE;\r
+}\r
+\r
+float Vore_CanLeave()\r
+{\r
+       if(self.predator.classname == "player")\r
+       {\r
+               if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
+                       return TRUE;\r
+               if(teams_matter && self.team == self.predator.team)\r
+                       return TRUE;\r
+               if(g_rpg && cvar("g_rpg_canleave"))\r
+                       return TRUE;\r
+       }\r
+       return FALSE;\r
+}\r
+\r
+// make the camera smoothly lower itself when we get swallowed\r
+// 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
+.float cameraeffect_current, cameraeffect_target;\r
+void Vore_CameraEffect_Set(entity e)\r
+{\r
+       e.cameraeffect_current = 1;\r
+       e.cameraeffect_target = 2;\r
+}\r
+void Vore_CameraEffect_Apply()\r
+{\r
+       if(self.predator.classname != "player")\r
+               return;\r
+\r
+       if(self.cvar_cl_vore_cameraspeed)\r
+       {\r
+               local float step;\r
+               step = self.cvar_cl_vore_cameraspeed * frametime;\r
+\r
+               // not sure if these maths are good, as the effect should be smoother\r
+               if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
+                       self.cameraeffect_current -= step;\r
+               else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
+                       self.cameraeffect_current += step;\r
+       }\r
+       else\r
+               self.cameraeffect_current = self.cameraeffect_target;\r
+\r
+       self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
+}\r
+\r
+.float gurgle_oldstomachload;\r
+void Vore_GurgleSound()\r
+{\r
+       if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
+       {\r
+               GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+\r
+               self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
+               self.gurgle_oldstomachload = self.stomach_load;\r
+       }\r
+}\r
+\r
+void Vore_WeightApply(entity e)\r
 {\r
        // apply stomach weight that makes you heavier the more you eat\r
-       // slowing the player is applied in cl_physics.qc\r
+       // slowing the player is done in cl_physics.qc\r
+\r
        if(e.stomach_load != e.vore_oldstomachload)\r
                e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
        if(e.gravity == 0)\r
-               e.gravity = 0.00001; // 0 becomes 1 for .gravity, so do this to allow 0 gravity\r
+               e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
        e.vore_oldstomachload = e.stomach_load;\r
 }\r
 \r
+void Vore_AutoDigest(entity e)\r
+{\r
+       // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+       if(!cvar("g_vore_digestion") || e.digesting)\r
+               return;\r
+       if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
+               return; // this feature is only for players, not bots\r
+       if(e.stomach_load > 1)\r
+               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
+       if(Stomach_TeamMates_check(e))\r
+               return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+       e.digesting = TRUE;\r
+}\r
+\r
+.entity pusher;\r
+.float pushltime;\r
 void Vore_Swallow(entity e)\r
 {\r
-       // this player is beening swallowed by another player, apply the proper changes\r
+       // this player is being swallowed by another player, apply the proper changes\r
+\r
        e.vore_oldmovetype = e.movetype;\r
        e.vore_oldsolid = e.solid;\r
 \r
-       setorigin(e, e.eater.origin);\r
+       e.predator = self;\r
+       setorigin(e, e.predator.origin);\r
        e.velocity = '0 0 0';\r
        e.movetype = MOVETYPE_FOLLOW;\r
        e.solid = SOLID_NOT;\r
-       e.alpha = -1; // best way of hiding / showing the eaten player\r
-       e.aiment = e.eater; // follow the predator. Is automatically unset\r
-       e.view_ofs_z /= 2; // best positioning for the stomach model\r
+       e.alpha = -1; // best way of hiding the eaten player\r
+       e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
 \r
        // drop keys (KH) and flags (CTF) when we get swallowed\r
        kh_Key_DropAll(e, FALSE);\r
        if(e.flagcarried)\r
-               DropFlag(e.flagcarried, world, e.eater);\r
+               DropFlag(e.flagcarried, world, e.predator);\r
 \r
-       if(stov(cvar_string("g_vore_regurgitatecolor_released")))\r
-               e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));\r
+       Vore_CameraEffect_Set(e);\r
 \r
-       PlayerSound(e.eater, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
-       setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
-       e.eater.stomach_load += 1;\r
-       e.eater.regurgitate_prepare = 0;\r
-       Vore_Weight_apply(e.eater);\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+               e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
 \r
-       e.system_delay = e.eater.system_delay = time + system_delay_time;\r
+       if(teams_matter && e.team == e.predator.team)\r
+       {\r
+               if(cvar("g_vore_kick"))\r
+                       centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
+               if(cvar("g_vore_digestion"))\r
+                       centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
+       }\r
+\r
+       PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+       setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+       e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
+       e.predator.stomach_load += 1;\r
+       e.predator.regurgitate_prepare = 0;\r
+       e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+       Vore_WeightApply(e.predator);\r
+       Vore_AutoDigest(e.predator);\r
+\r
+       // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
+       e.predator.weapon_delay = time + button_delay_time;\r
+       e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+       e.system_delay = e.predator.system_delay = time + system_delay_time;\r
 }\r
 \r
 void Vore_Regurgitate(entity e)\r
 {\r
-       // this player is being released from their predator, apply the proper changes\r
+       // this player is being regurgitated by their predator, apply the proper changes\r
+\r
        e.movetype = e.vore_oldmovetype;\r
        if(e.health > 0) // leave SOLID_NOT for dead bodies\r
                e.solid = e.vore_oldsolid;\r
-       e.alpha = default_player_alpha; // best way of hiding / showing the eaten player\r
-       e.view_ofs_z *= 2; // best positioning for the stomach model\r
+       e.view_ofs_z = PL_VIEW_OFS_z;\r
+       e.alpha = default_player_alpha;\r
 \r
-       // velocities\r
+       // apply velocities\r
        local vector oldforward, oldright, oldup;\r
        oldforward = v_forward;\r
        oldright = v_right;\r
        oldup = v_up;\r
-       makevectors(e.eater.v_angle);\r
+       makevectors(e.predator.v_angle);\r
        e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
-       e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
+       e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
        v_forward = oldforward;\r
        v_right = oldright;\r
        v_up = oldup;\r
 \r
-       PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
-       setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
-       pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
-       e.eater.stomach_load -= 1;\r
-       e.eater.regurgitate_prepare = 0;\r
-       e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
-       Vore_Weight_apply(e.eater);\r
+       e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
+       e.pushltime = time + cvar("g_maxpushtime");\r
+\r
+       PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+       setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+       pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+       e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
+       e.predator.stomach_load -= 1;\r
+       e.predator.regurgitate_prepare = 0;\r
+       e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+       Vore_WeightApply(e.predator);\r
+\r
+       // block firing for a small amount of time, or we'll be firing the next frame\r
+       e.weapon_delay = time + button_delay_time;\r
+       e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+       e.predator = world;\r
+}\r
+\r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+       // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
+\r
+       if(e.fakeprey || e.predator.classname != "player") // already configured\r
+               return;\r
+\r
+       // this entity is like e.predator but for dead prey, to avoid conflicts\r
+       e.fakepredator = e.predator;\r
+       e.fakeprey = TRUE;\r
 \r
-       e.system_delay = e.eater.system_delay = time + system_delay_time;\r
-       e.eater = world;\r
+       // first release the prey from the predator, as dead prey needs to be attached differently\r
+       // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
+       e.predator.stomach_load -= 1;\r
+       Vore_WeightApply(e.predator);\r
+       e.predator = world;\r
+\r
+       // now put our dead prey inside the predator's stomach, but only as an effect\r
+       e.movetype = MOVETYPE_FOLLOW;\r
+       e.takedamage = DAMAGE_NO;\r
+       e.solid = SOLID_NOT;\r
+       e.aiment = e.fakepredator;\r
+\r
+       // completely remove the dead body\r
+       e.modelindex = 0;\r
 }\r
 \r
-void Vore_Disconnect()\r
+void Vore_DeadPrey_Detach(entity e)\r
 {\r
-       // frees prey from their predators when someone disconnects or goes spectating\r
+       // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+       // should only execute after Vore_DeadPrey_Configure has ran first\r
+\r
+       if not(cvar("g_vore_keepdeadprey"))\r
+               return;\r
 \r
-       // prey disconnects or goes spectating while inside someone's belly:\r
-       if(self.eater.classname == "player")\r
+       e.fakepredator = world;\r
+       e.aiment = world;\r
+\r
+       if(!e.deadflag)\r
+               e.fakeprey = FALSE;\r
+}\r
+\r
+void Vore_PreyRelease(entity e)\r
+{\r
+       // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+       if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
        {\r
-               self.view_ofs_z += 25;\r
-               self.eater.stomach_load -= 1;\r
-               Vore_Weight_apply(self.eater);\r
-               self.eater = world;\r
+               Vore_DeadPrey_Configure(e);\r
+\r
+               // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
+               if(e.fakepredator.classname != "player")\r
+                       Vore_DeadPrey_Detach(e);\r
        }\r
+       else\r
+               Vore_Regurgitate(e);\r
+}\r
+\r
+void Vore_Disconnect()\r
+{\r
+       // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
 \r
-       // pred disconnects or goes spectating with players in their belly:\r
+       // prey disconnects or goes spectating while inside someone's belly\r
+       if(self.predator.classname == "player")\r
+               Vore_PreyRelease(self);\r
+\r
+       // pred disconnects or goes spectating with players in their belly\r
        else if(self.stomach_load > 0)\r
        {\r
                entity head;\r
                FOR_EACH_PLAYER(head)\r
                {\r
-                       if(head.eater == self)\r
-                               Vore_Regurgitate(head);\r
+                       if(head.predator == self)\r
+                               Vore_PreyRelease(head);\r
                }\r
+               Vore_GurgleSound(); // stop the gurgling sound\r
        }\r
+\r
+       self.stomach_load = self.gravity = 0; // prevents a bug\r
 }\r
 \r
 .float digestion_step;\r
 void Vore_Digest()\r
 {\r
        // apply digestion to prey\r
-       if(time > self.eater.digestion_step + steptime)\r
+\r
+       if(time > self.predator.digestion_step)\r
        {\r
-               Damage(self, self.eater, self.eater, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
-               if(cvar("g_balance_vore_digestion_vampire") && self.eater.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
-                       self.eater.health += cvar("g_balance_vore_digestion_vampire");\r
+               Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
+               if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
+                       self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
 \r
-               if (self.eater.digestsound_finished < time)\r
+               if (self.predator.digestsound_finished < time)\r
                {\r
-                       self.eater.digestsound_finished = time + 0.5;\r
-                       PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+                       PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+                       self.predator.digestsound_finished = time + 0.5;\r
                }\r
-               self.eater.digestion_step = time;\r
+               self.predator.digestion_step = time + steptime;\r
        }\r
 \r
        if(self.health <= 0)\r
-       if(stov(cvar_string("g_vore_regurgitatecolor_digested")))\r
-               self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digested"));\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
+               self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
 }\r
 \r
 .float teamheal_step;\r
 void Vore_Teamheal()\r
 {\r
+       // apply teamheal\r
+\r
        if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
-       if(time > self.teamheal_step + steptime)\r
+       if(time > self.teamheal_step)\r
        {\r
                self.health += cvar("g_balance_vore_teamheal");\r
-               self.teamheal_step = time;\r
+               self.teamheal_step = time + steptime;\r
+\r
+               // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
+               if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
+               {\r
+                       play2(self, "misc/beep.wav");\r
+                       play2(self.predator, "misc/beep.wav");\r
+               }\r
        }\r
 }\r
 \r
 .float stomachkick_delay;\r
 void Vore_StomachKick()\r
 {\r
-       // allows prey to kick the predator's stomach and do some damage / attempt to escape, or bring the predator's digestion upon their self when there's no other option\r
-       if(self.eater.classname != "player")\r
-               return;\r
+       // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
 \r
-       // kick the predator's stomach and do damage, or escape if we are lucky\r
-       if(self.BUTTON_ATCK)\r
        if(time > self.stomachkick_delay)\r
        {\r
                float damage;\r
                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
-               Damage(self.eater, self, self, damage, DEATH_STOMACHKICK, self.eater.origin, '0 0 0');\r
-               sound(self.eater, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
+               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
+               sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
+               self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
 \r
-               if(cvar("g_balance_vore_kick_escapeprobability") >= random())\r
+               if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
                        Vore_Regurgitate(self);\r
 \r
                self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
        }\r
+}\r
+\r
+void Vore_StomachLeave()\r
+{\r
+       // allows players to get out of their predator at will in some circumstances, such as team mates\r
 \r
-       // start the predator's digestion\r
-       if(self.BUTTON_ATCK2)\r
+       if(Vore_CanLeave())\r
+               Vore_Regurgitate(self);\r
+       else if(time > self.complain_vore)\r
        {\r
-               centerprint(self.eater, strcat(self.netname, " has triggered your digestion"));\r
-               self.eater.digesting = TRUE;\r
+               play2(self, "misc/forbidden.wav");\r
+               sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
+               self.complain_vore = time + complain_delay_time;\r
        }\r
 }\r
 \r
-.float gurglesound_finished, gurglesound_oldstomachload;\r
-void Vore_Gurglesound()\r
+void Vore_AutoTaunt()\r
 {\r
-       if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)\r
+       // triggers ambient vore taunts, for both pred and prey\r
+\r
+       float taunt_time;\r
+\r
+       // predator taunts\r
+       if(self.stomach_load && !Stomach_TeamMates_check(self))\r
        {\r
-               GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+               if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+               {\r
+                       taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+                       SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
+               }\r
+       }\r
+       else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
+       {\r
+               // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
+               SetAutoTaunt(self, 0, 0);\r
+       }\r
 \r
-               self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
-               self.gurglesound_oldstomachload = self.stomach_load;\r
+       // prey taunts\r
+       if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
+       {\r
+               if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+               {\r
+                       taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+                       SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
+               }\r
+       }\r
+       else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
+       {\r
+               // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
+               SetAutoTaunt(self, 0, 0);\r
        }\r
 }\r
 \r
 void Vore()\r
 {\r
-       // if we are free, show our stomach load on the HUD. Otherwise, show the predator's\r
-       if(self.eater != self && self.eater.classname == "player")\r
+       // main vore code, this is where it all happens\r
+\r
+       if(!cvar("g_vore")) // the vore system is disabled\r
+       {\r
+               Vore_Disconnect();\r
+               return;\r
+       }\r
+\r
+       Vore_AutoTaunt();\r
+\r
+       // wash the goo away from players once they leave the stomach\r
+       if(self.predator.classname != "player")\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+       if(self.colormod)\r
+       if(cvar("g_vore_regurgitatecolor_release_fade"))\r
+       {\r
+               self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_x > 1)\r
+                       self.colormod_x = 1;\r
+               self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_y > 1)\r
+                       self.colormod_y = 1;\r
+               self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_z > 1)\r
+                       self.colormod_z = 1;\r
+       }\r
+\r
+       // set all vore related stats\r
+       if(self.predator.classname == "player")\r
        {\r
-               self.stat_stomachload = self.eater.stomach_load;\r
-               self.stat_eaten = num_for_edict(self.eater);\r
+               self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
+               self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
+               self.stat_eaten = num_for_edict(self.predator);\r
        }\r
        else\r
        {\r
                self.stat_stomachload = self.stomach_load;\r
+               self.stat_digesting = self.digesting;\r
                self.stat_eaten = 0;\r
        }\r
+       self.stat_canleave = Vore_CanLeave();\r
 \r
-       // skip the vore system under some circumstances\r
-       if(time < game_starttime)\r
+       // don't allow a player inside a player inside another player :)\r
+       // prevent this by checking if such has happened, and taking the proper measures\r
+       // this code has a high priority and must not be stopped by any delay, so run it here\r
+       if(self.predator.predator.classname == "player")\r
+       {\r
+               entity target_predator, target_predator_predator, oldself;\r
+               target_predator = self.predator;\r
+               target_predator_predator = self.predator.predator;\r
+\r
+               Vore_Regurgitate(self);\r
+\r
+               // now steal our prey's prey if this probability applies\r
+               if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
+               {\r
+                       oldself = self;\r
+                       self = target_predator_predator;\r
+                       if(Swallow_condition_check(oldself))\r
+                       if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
+                       if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
+                               Vore_Swallow(oldself);\r
+                       self = oldself;\r
+               }\r
+       }\r
+\r
+       // apply delays and skip the vore system under some circumstances\r
+       if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
        {\r
                Vore_Disconnect();\r
                return;\r
@@ -262,93 +541,111 @@ void Vore()
 // --------------------------------\r
 \r
        entity prey;\r
-       prey = Swallow_distance_check();\r
+       prey = Swallow_player_check();\r
 \r
-       // attempt to swallow our new prey if there's any in range\r
-       if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+       // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
+       self.stat_canswallow = 0;\r
        if(Swallow_condition_check(prey))\r
        {\r
-               prey.eater = self;\r
-               Vore_Swallow(prey);\r
-               self.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
-\r
-               if(self.team == prey.team && teamplay)\r
-                       centerprint(self, "You have swallowed a team mate, use caution!");\r
-\r
-               // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
-               self.weapon_delay = time + 0.25;\r
+               // canswallow stat, used by the HUD\r
+               if(teams_matter && prey.team == self.team)\r
+                       self.stat_canswallow = 2;\r
+               else\r
+                       self.stat_canswallow = 1;\r
+\r
+               if(self.BUTTON_ATCK)\r
+                       Vore_Swallow(prey);\r
        }\r
+       else if(prey != world)\r
+               self.stat_canswallow = -1;\r
 \r
-       // start / stop digestion on command, if the player has someone in their stomach\r
-       if(self.BUTTON_DIGEST)\r
+       // toggle digestion, if the player has someone in their stomach\r
+       if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
        {\r
                if(self.stomach_load)\r
                {\r
-                       if(time > self.digest_button_delay)\r
+                       if(time > self.digest_button_delay_time)\r
                        {\r
                                self.digesting = !self.digesting;\r
-                               self.digest_button_delay = time + button_delay;\r
+                               self.digest_button_delay_time = time + button_delay_time;\r
                        }\r
                }\r
-               else if(time > self.complain_swallow)\r
+               else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/forbidden.wav");\r
                        sprint(self, "There is nothing to digest\n");\r
-                       self.complain_swallow = time + complain_delay;\r
+                       self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
-       if(!self.stomach_load)\r
+       if(!self.stomach_load || !cvar("g_vore_digestion"))\r
                self.digesting = FALSE;\r
 \r
-       // release players from this player's stomach on command\r
+       // predator wishes to regurgitate his prey\r
        if(self.BUTTON_REGURGITATE)\r
        {\r
                if(self.stomach_load)\r
                {\r
-                       if(time > self.regurgitate_button_delay)\r
+                       if(time > self.regurgitate_button_delay_time)\r
                        {\r
                                self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
-                               PlayerSound(self, playersound_regurgitate_prepare, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
-                               self.regurgitate_button_delay = time + button_delay;\r
+                               PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+                               self.regurgitate_button_delay_time = time + button_delay_time;\r
                        }\r
                }\r
-               else if(time > self.complain_swallow)\r
+               else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/forbidden.wav");\r
                        sprint(self, "There is nothing to regurgitate\n");\r
-                       self.complain_swallow = time + complain_delay;\r
+                       self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
 \r
        if(cvar("g_vore_gurglesound"))\r
-               Vore_Gurglesound();\r
+               Vore_GurgleSound();\r
 \r
 // --------------------------------\r
 // Code that addresses the prey:\r
 // --------------------------------\r
 \r
-       if(self.eater.classname != "player")\r
+       // keepdeadprey - detach dead prey if their predator died or got swallowed\r
+       if(self.fakepredator.classname == "player")\r
+       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
+               Vore_DeadPrey_Detach(self);\r
+\r
+       if(self.predator.classname != "player")\r
                return;\r
 \r
-       if(self.eater.deadflag || self.deadflag)\r
-               Vore_Regurgitate(self);\r
-       else if(self.eater.eater.classname == "player") // don't allow a player inside a player inside another player :)\r
+       if(self.deadflag)\r
+       {\r
+               Vore_PreyRelease(self);\r
+               return;\r
+       }\r
+\r
+       if(self.predator.deadflag)\r
                Vore_Regurgitate(self);\r
-       else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
+       else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
                Vore_Regurgitate(self);\r
 \r
-       // apply delayed regurgitating\r
-       if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)\r
+       // apply delayed regurgitating if it was scheduled\r
+       if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
        {\r
-               self.eater.regurgitate_prepare = 0;\r
-               self.eater.complain_swallow = time + complain_delay;\r
+               self.predator.regurgitate_prepare = 0;\r
+               self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
                Vore_Regurgitate(self);\r
        }\r
 \r
-       if(self.eater.digesting == TRUE)\r
+       // execute digesting and team healing\r
+       if(self.predator.digesting == TRUE)\r
                Vore_Digest();\r
-       if(teams_matter && self.team == self.eater.team)\r
+       if(teams_matter && self.team == self.predator.team)\r
+       if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
                Vore_Teamheal();\r
 \r
-       Vore_StomachKick();\r
+       // execute prey commands\r
+       if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
+               Vore_StomachKick();\r
+       if(self.BUTTON_JUMP)\r
+               Vore_StomachLeave();\r
+\r
+       Vore_CameraEffect_Apply();\r
 }
\ No newline at end of file