]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Revert everything. Neither the old method nor the new one fix the issue...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index d0abeb65659279c267c1929c83d68cf66e4500d9..76dca4064a07d087c4cfabf0e15adef00bde6cdd 100644 (file)
@@ -16,12 +16,15 @@ entity Swallow_player_check()
        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
@@ -36,7 +39,7 @@ float Swallow_condition_check(entity prey)
        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
@@ -199,6 +202,64 @@ void Vore_AutoDigest(entity e)
        e.digesting = TRUE;\r
 }\r
 \r
+.entity swallow_model;\r
+void Vore_SwallowModel_Think()\r
+{\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
+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
+               prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+               prey.swallow_model.solid = SOLID_NOT;\r
+\r
+               // apply the properties of the prey\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
+       // 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
 .float pushltime;\r
 void Vore_Swallow(entity e)\r
@@ -237,6 +298,7 @@ void Vore_Swallow(entity e)
        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
@@ -255,9 +317,20 @@ void Vore_SwallowStep(entity e)
                return;\r
        }\r
 \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.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
+       {\r
+               float fill;\r
+               fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\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
+               e.swallow_progress_prey += fill;\r
+       }\r
        else\r
        {\r
                Vore_Swallow(e);\r
@@ -292,9 +365,26 @@ void Vore_Regurgitate(entity e)
        e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\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") && 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
@@ -403,8 +493,8 @@ void Vore_Digest()
                damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
 \r
                // apply player scale to digestion damage\r
-               if(cvar("g_balance_vore_digestion_playerscale"))\r
-                       damage *= self.predator.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
@@ -443,26 +533,30 @@ void Vore_Teamheal()
        }\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
+               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_playerscale"))\r
+               if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
                {\r
-                       damage *= self.scale;\r
-                       force *= self.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
@@ -471,6 +565,9 @@ void Vore_StomachKick()
                        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
@@ -565,16 +662,11 @@ void Vore_SetSbarRings()
        }\r
 }\r
 \r
+.entity prey;\r
 void Vore()\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
@@ -654,6 +746,11 @@ void Vore()
        }\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
@@ -668,23 +765,22 @@ void Vore()
 // Code that addresses predators:\r
 // --------------------------------\r
 \r
-       entity prey;\r
-       prey = Swallow_player_check();\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
@@ -717,6 +813,7 @@ void Vore()
                        {\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
@@ -753,7 +850,7 @@ void Vore()
 \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
@@ -772,8 +869,13 @@ void Vore()
                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