e.digesting = TRUE;\r
}\r
\r
+.entity swallow_model;\r
void Vore_SwallowModel_Think()\r
{\r
- //update the necessary angles to match our view\r
- //self.angles_x = self.owner.angles_x;\r
- //self.view_ofs = self.owner.view_ofs;\r
-\r
- self.view_ofs = '1 0 0' * 500;\r
-\r
- // if our swallow progress is gone, the swallow model must also go\r
- if(!self.owner.swallow_progress_prey)\r
- {\r
- self.nextthink = 0;\r
- remove(self);\r
- self = world;\r
+ //update the position of the swallow model to match our swallow progress\r
+ float dist;\r
+ dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
+ if(cvar("g_healthsize"))\r
+ dist *= self.scale;\r
+ self.view_ofs = '1 0 0' * dist;\r
+\r
+ // if our swallow progress is gone or we are dead, the swallow model also goes away\r
+ if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
+ {\r
+ remove(self.owner.swallow_model);\r
+ self.owner.swallow_model = world;\r
return;\r
}\r
\r
+ // properties that should update whenever possible, but when the predator is not available\r
+ self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
self.nextthink = time;\r
}\r
\r
-.entity swallow_model;\r
-void Vore_SwallowModel_Update(entity prey)\r
+void Vore_SwallowModel_Update(entity prey, entity pred)\r
{\r
// if we don't have a swallow model already, spawn one\r
if(!prey.swallow_model)\r
{\r
prey.swallow_model = spawn();\r
- \r
+\r
prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
prey.swallow_model.solid = SOLID_NOT;\r
\r
- prey.swallow_model.skin = self.skin;\r
- prey.swallow_model.scale = self.scale;\r
-\r
// apply the properties of the prey\r
- prey.swallow_model.viewmodelforclient = prey;\r
- prey.swallow_model.effects |= EF_NOGUNBOB;\r
- prey.swallow_model.alpha = prey.cvar_cl_vore_stomachmodel;\r
- prey.swallow_model.colormap = prey.colormap;\r
- prey.swallow_model.glowmod = prey.glowmod;\r
+ prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\r
+ //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+ prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
+ prey.swallow_model.colormap = prey.colormap; // pants and shirt color\r
+ prey.swallow_model.glowmod = prey.glowmod; // glow color\r
\r
prey.swallow_model.owner = prey; // owned by the prey\r
prey.swallow_model.think = Vore_SwallowModel_Think;\r
prey.swallow_model.nextthink = time;\r
}\r
\r
- // if predator has changed, update the swallow model\r
- if(prey.swallow_model.enemy != self)\r
- {\r
- setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
- prey.swallow_model.skin = self.skin;\r
- prey.swallow_model.enemy = self; // enemy is the predator\r
- }\r
+ // properties that should update whenever possible, but when the predator is available\r
+ string player_swallowmodel;\r
+ player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+ if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
+ setmodel(prey.swallow_model, player_swallowmodel);\r
+ if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
+ prey.swallow_model.skin = pred.skin;\r
+ if(cvar("g_healthsize"))\r
+ prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
+ if(prey.swallow_model.enemy != pred)\r
+ prey.swallow_model.enemy = pred; // enemy is the predator\r
}\r
\r
.entity pusher;\r
e.predator.stomach_load += 1;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+ e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
Vore_WeightApply(e.predator);\r
Vore_AutoDigest(e.predator);\r
\r
return;\r
}\r
\r
- Vore_SwallowModel_Update(e);\r
+ Vore_SwallowModel_Update(e, self);\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
// regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
- if(cvar("g_balance_vore_swallow_speed_fill"))\r
+ if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
+ {\r
e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+ Vore_SwallowModel_Update(e, e.predator);\r
+ }\r
+\r
+ // apply regurgitation damage to the predator\r
+ if(cvar("g_balance_vore_regurgitate_damage"))\r
+ {\r
+ float regurgitate_dmg;\r
+ regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
+ if(cvar("g_healthsize"))\r
+ regurgitate_dmg *= e.scale / e.predator.scale;\r
+ Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
+ }\r
\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, 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
+ pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
e.predator.stomach_load -= 1;\r
e.predator.regurgitate_prepare = 0;\r
}\r
}\r
\r
+.float kick_pressed;\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
- if(time > self.stomachkick_delay)\r
+ if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
- float damage;\r
+ float damage, vol;\r
vector force;\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
force = v_forward * cvar("g_balance_vore_kick_force");\r
+ vol = VOL_BASE;\r
\r
// apply player scale to the damage / force of the kick\r
- if(cvar("g_balance_vore_kick_scalediff"))\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
{\r
damage *= (self.scale / self.predator.scale);\r
force *= (self.scale / self.predator.scale);\r
+ vol *= (self.scale / self.predator.scale); // kick sound volume based on the same scale\r
}\r
+ vol = bound(0, vol, 1);\r
\r
Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
- sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
+ sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
\r
self.predator.regurgitate_prepare = 0;\r
\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
+ if(cvar("g_balance_vore_kick_repress"))\r
+ if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
+ self.kick_pressed = TRUE;\r
}\r
}\r
\r
{\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
}\r
\r
// apply delays and skip the vore system under some circumstances\r
+ if(!cvar("g_vore")) // the vore system is disabled\r
+ {\r
+ Vore_Disconnect();\r
+ return;\r
+ }\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
Vore_Disconnect();\r
Vore_Teamheal();\r
\r
// execute prey commands\r
- if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
- Vore_StomachKick();\r
+ if(self.BUTTON_ATCK)\r
+ {\r
+ if(cvar("g_vore_kick"))\r
+ Vore_StomachKick();\r
+ }\r
+ else\r
+ self.kick_pressed = FALSE;\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r