vector vore_w_shotorg, vore_w_shotdir;\r
\r
swallow_range = cvar("g_balance_vore_swallow_range");\r
- if(self.scale) // we can swallow from further or closer based on our size\r
+ if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
swallow_range *= self.scale;\r
vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
+ if(self.antilag_debug)\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
+ else\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\r
if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
- if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
+ if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))\r
{\r
string swallow_complain;\r
if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
{\r
float fill;\r
fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
- if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
- fill *= (self.scale / e.scale);\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
fill /= e.stomach_load;\r
\r
damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
\r
// apply player scale to digestion damage\r
- if(cvar("g_balance_vore_digestion_scalediff"))\r
- damage *= (self.predator.scale / self.scale);\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
\r
Damage(self, self.predator, self.predator, 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
\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
+ damage = cvar("g_balance_vore_kick_damage");\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
+ damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // 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
}\r
}\r
\r
+.entity prey;\r
void Vore()\r
{\r
// main vore code, this is where it all happens\r
// Code that addresses predators:\r
// --------------------------------\r
\r
- entity prey;\r
- prey = Swallow_player_check();\r
+ // only scan prey between server frames, else we get major breakage in multiplayer and jitter\r
+ if(!frametime)\r
+ self.prey = Swallow_player_check();\r
\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
+ if(Swallow_condition_check(self.prey))\r
{\r
// canswallow stat, used by the HUD\r
- if(teams_matter && prey.team == self.team)\r
+ if(teams_matter && self.prey.team == self.team)\r
self.stat_canswallow = 2;\r
else\r
self.stat_canswallow = 1;\r
\r
if(self.BUTTON_ATCK)\r
- Vore_SwallowStep(prey);\r
+ Vore_SwallowStep(self.prey);\r
}\r
- else if(prey != world)\r
+ else if(self.prey != world)\r
self.stat_canswallow = -1;\r
\r
// toggle digestion, if the player has someone in their stomach\r
{\r
self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+ setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
self.regurgitate_button_delay_time = time + button_delay_time;\r
}\r
}\r
\r
if(self.predator.deadflag != DEAD_NO)\r
Vore_Regurgitate(self);\r
- else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
+ else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\r
Vore_Regurgitate(self);\r
\r
// apply delayed regurgitating if it was scheduled\r