return FALSE;\r
}\r
\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
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
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
}\r
}\r
\r
+void Vore_AutoTaunt()\r
+{\r
+ // triggers ambient vore taunts, for both pred and prey\r
+\r
+ // 50/50 probability for either a predator or prey to play the taunt\r
+ if(random() < 0.5)\r
+ {\r
+ // predator taunts\r
+ if(self.stomach_load && !Stomach_TeamMates_check(self))\r
+ {\r
+ if(!self.taunt_soundtime)\r
+ SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPRED);\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, FALSE, 0);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // prey taunts\r
+ if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
+ {\r
+ if(!self.taunt_soundtime)\r
+ SetAutoTaunt(self, time, TRUE, TAUNTTYPE_VOREPREY);\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, FALSE, 0);\r
+ }\r
+ }\r
+}\r
+\r
void Vore()\r
{\r
// main vore code, this is where it all happens\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