X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fvore.qc;h=a0a0a245a3dbe0bced72150a1e96f7bcc40d0082;hp=00ba629bf9c38999b7b0e9fbf1b37c45b8741541;hb=bb1adaefd29ef5b649fd8e31ea727be6125345d7;hpb=1d16f37869c52585d41ea3000a7e4380c18c58ab diff --git a/data/qcsrc/server/vore.qc b/data/qcsrc/server/vore.qc index 00ba629b..a0a0a245 100644 --- a/data/qcsrc/server/vore.qc +++ b/data/qcsrc/server/vore.qc @@ -1,21 +1,27 @@ .float regurgitate_prepare; -.float system_delay, swallow_delay, digest_button_delay, regurgitate_button_delay; -.float complain_swallow; -const float complain_delay = 1; -const float button_delay = 0.5; -const float steptime = 0.1; -const float system_delay_time = 0.1; +.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time; +.float complain_vore; +.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload; -.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z; +const float system_delay_time = 0.1; +const float complain_delay_time = 1; +const float button_delay_time = 0.5; +const float steptime = 0.1; -entity Swallow_distance_check() +entity Swallow_player_check() { // check if we can swallow a player instead of firing our weapon - vector w_shotorg, w_shotdir; - w_shotorg = self.origin + self.view_ofs; - w_shotdir = v_forward; - WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self)); + float swallow_range; + vector vore_w_shotorg, vore_w_shotdir; + + swallow_range = cvar("g_balance_vore_swallow_range"); + if(self.scale) // we can swallow from further or closer based on our size + swallow_range *= self.scale; + vore_w_shotorg = self.origin; + vore_w_shotdir = v_forward; + + WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self)); if(trace_fraction < 1) if(trace_ent.classname == "player") return trace_ent; @@ -24,30 +30,33 @@ entity Swallow_distance_check() float Swallow_condition_check(entity prey) { - // checks the necessary conditions for swallowing another player - 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 - if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves - if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit")) - { - if(self.stomach_load >= cvar("g_balance_vore_swallow_limit")) - { - if(time > self.complain_swallow) - { - play2(self, "weapons/unavailable.wav"); - sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n")); - self.complain_swallow = time + complain_delay; - } - return FALSE; - } + // checks the necessary conditions for swallowing a player - if(cvar("g_vore_biggergut")) - if(prey.stomach_load > self.stomach_load) + if(prey != self) + if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach + if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves + if(!self.BUTTON_REGURGITATE && time > self.action_delay) + if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap")) + { + string swallow_complain; + if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore")) + swallow_complain = "You cannot swallow your team mates\n"; + else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time) + swallow_complain = "You cannot swallow someone protected by the spawn shield\n"; + else if(self.stomach_load >= cvar("g_balance_vore_swallow_limit")) + swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"); + else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load) + swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n"; + else if(cvar("g_vore_biggersize") && prey.scale > self.scale) + swallow_complain = "You cannot swallow someone larger than you\n"; + + if(swallow_complain != "") { - if(time > self.complain_swallow) + if(time > self.complain_vore && self.BUTTON_ATCK) { - play2(self, "weapons/unavailable.wav"); - sprint(self, "You cannot swallow someone with a bigger stomach than yours\n"); - self.complain_swallow = time + complain_delay; + play2(self, "misc/forbidden.wav"); + sprint(self, swallow_complain); + self.complain_vore = time + complain_delay_time; } return FALSE; } @@ -56,169 +65,263 @@ float Swallow_condition_check(entity prey) return FALSE; } -float Vore_PreyCanLeave() +float Stomach_TeamMates_check(entity pred) { - if(teams_matter && self.team == self.predator.team) - return TRUE; + // checks if a player's stomach contains any team mates + + entity head; + if(teams_matter) + { + FOR_EACH_PLAYER(head) + { + if(head.predator == pred && head.team == pred.team) + return TRUE; + } + } return FALSE; } -// make the camera smoothly lower itself when we get swallowed -// the target we are going for is from normal view offset to half of the view offset (because half is the best positioning of the view for the stomach model) -.float cameraeffect_current, cameraeffect_target; -void Vore_CameraEffect_Set(entity e) +float Vore_CanLeave() { - e.cameraeffect_current = 1; - e.cameraeffect_target = 2; + if(self.stat_eaten) + { + if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving + return TRUE; + if(teams_matter && self.team == self.predator.team) + return TRUE; + if(g_rpg && cvar("g_rpg_canleave")) + return TRUE; + } + return FALSE; } -void Vore_CameraEffect_Apply() + +// position the camera properly for prey +void Vore_SetCamera() { - if(self.predator.classname != "player") + if not(self.stat_eaten) return; - if(self.cvar_cl_vore_cameraspeed) - { - local float step; - step = self.cvar_cl_vore_cameraspeed * frametime; - - // not sure if these maths are good, as the effect should be smoother - if(self.cameraeffect_current >= self.cameraeffect_target + step) - self.cameraeffect_current -= step; - else if(self.cameraeffect_current <= self.cameraeffect_target - step) - self.cameraeffect_current += step; - } + self.view_ofs = PL_PREY_VIEW_OFS; + + float prey_height; + if(self.fakeprey) + prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos"); else - self.cameraeffect_current = self.cameraeffect_target; + prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos"); + self.view_ofs_z += prey_height; +} + +.float gurgle_oldstomachload; +void Vore_GurgleSound() +{ + if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load) + { + GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE); - self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current; + self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do? + self.gurgle_oldstomachload = self.stomach_load; + } } -void Vore_Weight_apply(entity e) +void Vore_WeightApply(entity e) { // apply stomach weight that makes you heavier the more you eat - // slowing the player is applied in cl_physics.qc + // slowing the player is done in cl_physics.qc + if(e.stomach_load != e.vore_oldstomachload) e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload); if(e.gravity == 0) - e.gravity = 0.00001; // 0 becomes 1 for .gravity, so do this to allow 0 gravity + e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity e.vore_oldstomachload = e.stomach_load; } +void Vore_AutoDigest(entity e) +{ + // if the predator has the autodigest preference enabled, begin digesting new prey automatically + + if(!cvar("g_vore_digestion") || e.digesting) + return; + if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL) + return; // this feature is only for players, not bots + if(e.stomach_load > 1) + 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 + if(Stomach_TeamMates_check(e)) + return; // never begin automatic digestion if we've swallowed a team mate + + e.digesting = TRUE; +} + .entity pusher; .float pushltime; void Vore_Swallow(entity e) { - // this player is beening swallowed by another player, apply the proper changes + // this player is being swallowed by another player, apply the proper changes + e.vore_oldmovetype = e.movetype; e.vore_oldsolid = e.solid; - e.vore_oldview_ofs_z = e.view_ofs_z; e.predator = self; setorigin(e, e.predator.origin); e.velocity = '0 0 0'; e.movetype = MOVETYPE_FOLLOW; e.solid = SOLID_NOT; - e.alpha = -1; // best way of hiding / showing the eaten player - e.aiment = e.predator; // follow the predator. Is automatically unset + e.aiment = e.predator; // follow the predator, automatically unset when regurgitated // drop keys (KH) and flags (CTF) when we get swallowed kh_Key_DropAll(e, FALSE); if(e.flagcarried) DropFlag(e.flagcarried, world, e.predator); - Vore_CameraEffect_Set(e); - if(stov(cvar_string("g_vore_regurgitatecolor_release"))) e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release")); - if(e.team == e.predator.team && teamplay) + if(teams_matter && e.team == e.predator.team) { - centerprint(e, "^3You have been swallowed by a team mate, don't kick!"); - centerprint(e.predator, "^3You have swallowed a team mate, use caution!"); + if(cvar("g_vore_kick")) + centerprint(e, "^3You have been swallowed by a team mate, don't kick!"); + if(cvar("g_vore_digestion")) + centerprint(e.predator, "^3You have swallowed a team mate, don't digest!"); } PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating + e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle"); e.predator.stomach_load += 1; e.predator.regurgitate_prepare = 0; - Vore_Weight_apply(e.predator); + e.predator.spawnshieldtime = 0; // lose spawn shield when we vore + Vore_WeightApply(e.predator); + Vore_AutoDigest(e.predator); - // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow - e.predator.weapon_delay = time + button_delay; - e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay"); + // block firing for a small amount of time, or we'll be firing the next frame after we swallow + e.predator.weapon_delay = time + button_delay_time; + e.predator.action_delay = time + cvar("g_balance_vore_action_delay"); e.system_delay = e.predator.system_delay = time + system_delay_time; + e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed } void Vore_Regurgitate(entity e) { - // this player is being released from their predator, apply the proper changes + // this player is being regurgitated by their predator, apply the proper changes + e.movetype = e.vore_oldmovetype; if(e.health > 0) // leave SOLID_NOT for dead bodies e.solid = e.vore_oldsolid; - e.view_ofs_z = e.vore_oldview_ofs_z; - e.alpha = default_player_alpha; // best way of hiding / showing the eaten player + e.view_ofs_z = PL_VIEW_OFS_z; - // velocities + // apply velocities local vector oldforward, oldright, oldup; oldforward = v_forward; oldright = v_right; oldup = v_up; makevectors(e.predator.v_angle); e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force"); - e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce"); + e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce"); v_forward = oldforward; v_right = oldright; v_up = oldup; - e.pusher = e.predator; // so we can frag players by regurgitating them in deadly pits + e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits e.pushltime = time + cvar("g_maxpushtime"); PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1); + e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle"); e.predator.stomach_load -= 1; e.predator.regurgitate_prepare = 0; - e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay"); - Vore_Weight_apply(e.predator); + e.predator.action_delay = time + cvar("g_balance_vore_action_delay"); + Vore_WeightApply(e.predator); - // block firing for a small amount of time when getting regurgitated, or we'll be firing the next frame - e.weapon_delay = time + button_delay; + // block firing for a small amount of time, or we'll be firing the next frame + e.weapon_delay = time + button_delay_time; e.system_delay = e.predator.system_delay = time + system_delay_time; e.predator = world; } -void Vore_Gurglesound(); -void Vore_Disconnect() +void Vore_DeadPrey_Configure(entity e) { - // frees prey from their predators when someone disconnects or goes spectating + // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying + + if(e.fakeprey || !e.stat_eaten) // we already configured everything + return; - // prey disconnects or goes spectating while inside someone's belly: - if(self.predator.classname == "player") + // this entity is like e.predator but for dead prey, to avoid conflicts + e.fakepredator = e.predator; + e.fakeprey = TRUE; + + // first release the prey from the predator, as dead prey needs to be attached differently + // the predator's stomach load is also decreased, as dead prey doesn't count any more + e.predator.stomach_load -= 1; + Vore_WeightApply(e.predator); + e.predator = world; + + // now put our dead prey inside the predator's stomach, but only as an effect + e.movetype = MOVETYPE_FOLLOW; + e.takedamage = DAMAGE_NO; + e.solid = SOLID_NOT; + e.aiment = e.fakepredator; +} + +void Vore_DeadPrey_Detach(entity e) +{ + // ran when dead prey must be detached from the stomach (eg: they are respawning) + // should only execute after Vore_DeadPrey_Configure has ran first + + if not(cvar("g_vore_keepdeadprey")) + return; + + e.fakepredator = world; + e.fakeprey = TRUE; // keep fakeprey status + e.stat_eaten = 0; + e.aiment = world; + e.movetype = MOVETYPE_TOSS; +} + +void Vore_PreyRelease(entity e, float pred_disconnect) +{ + if(pred_disconnect) { - self.view_ofs_z = self.vore_oldview_ofs_z; - self.predator.stomach_load -= 1; - Vore_Weight_apply(self.predator); - self.predator = world; + if(e.fakeprey) + Vore_DeadPrey_Detach(e); + else + Vore_Regurgitate(e); } + else if(self.stat_eaten && !self.fakeprey) + { + // if the keepdeadprey feature is on, don't spit a dead prey's carcass out + if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey")) + Vore_DeadPrey_Configure(e); + else + Vore_Regurgitate(e); + } +} + +void Vore_Disconnect() +{ + // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances - // pred disconnects or goes spectating with players in their belly: - else if(self.stomach_load > 0) + // prey disconnects or goes spectating while inside someone's belly + if(self.stat_eaten) + Vore_PreyRelease(self, TRUE); + + // pred disconnects or goes spectating with players in their belly + entity head; + FOR_EACH_PLAYER(head) { - entity head; - FOR_EACH_PLAYER(head) - { - if(head.predator == self) - Vore_Regurgitate(head); - } - Vore_Gurglesound(); // stop the gurgling sound + if(head.predator == self || head.fakepredator == self) + Vore_PreyRelease(head, TRUE); } + Vore_GurgleSound(); // stop the gurgling sound + + self.stomach_load = self.gravity = 0; // prevents a bug } .float digestion_step; void Vore_Digest() { // apply digestion to prey - if(time > self.predator.digestion_step + steptime) + + if(time > self.predator.digestion_step) { Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0'); if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable")) @@ -226,13 +329,13 @@ void Vore_Digest() if (self.predator.digestsound_finished < time) { - self.predator.digestsound_finished = time + 0.5; PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); + self.predator.digestsound_finished = time + 0.5; } - self.predator.digestion_step = time; + self.predator.digestion_step = time + steptime; } - if(self.health <= 0) + if(self.deadflag != DEAD_NO) if(stov(cvar_string("g_vore_regurgitatecolor_digest"))) self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest")); } @@ -240,29 +343,38 @@ void Vore_Digest() .float teamheal_step; void Vore_Teamheal() { + // apply teamheal + if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) - if(time > self.teamheal_step + steptime) + if(time > self.teamheal_step) { self.health += cvar("g_balance_vore_teamheal"); - self.teamheal_step = time; + self.teamheal_step = time + steptime; + + // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator + if(self.health >= cvar("g_balance_vore_teamheal_stable")) + { + play2(self, "misc/beep.wav"); + play2(self.predator, "misc/beep.wav"); + } } } -.float stomachkick_delay; void Vore_StomachKick() { // allows prey to kick the predator's stomach and do some damage or attempt to escape - if(self.predator.classname != "player") - return; if(time > self.stomachkick_delay) { float damage; damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min")); - Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0'); - sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM); - if(cvar("g_balance_vore_kick_escapeprobability") >= random()) + Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force")); + sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM); + self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle"); + self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle"); + + if(random() < cvar("g_balance_vore_kick_escapeprobability")) Vore_Regurgitate(self); self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); @@ -273,35 +385,109 @@ void Vore_StomachLeave() { // allows players to get out of their predator at will in some circumstances, such as team mates - if(Vore_PreyCanLeave()) + if(Vore_CanLeave()) Vore_Regurgitate(self); - else if(time > self.complain_swallow) + else if(time > self.complain_vore) { - play2(self, "weapons/unavailable.wav"); + play2(self, "misc/forbidden.wav"); sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n")); - self.complain_swallow = time + complain_delay; + self.complain_vore = time + complain_delay_time; } } -.float gurglesound_finished, gurglesound_oldstomachload; -void Vore_Gurglesound() +void Vore_AutoTaunt() { - if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load) + // triggers ambient vore taunts, for both pred and prey + + float taunt_time; + + // predator taunts + if(self.stomach_load && !Stomach_TeamMates_check(self)) { - GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE); + if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played + { + taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min"); + SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED); + } + } + else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED) + { + // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it + SetAutoTaunt(self, 0, 0); + } - self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do? - self.gurglesound_oldstomachload = self.stomach_load; + // prey taunts + if(self.stat_eaten && !(teams_matter && self.team == self.predator.team)) + { + if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played + { + taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min"); + SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY); + } + } + else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY) + { + // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it + SetAutoTaunt(self, 0, 0); + } +} + +void Vore_SetSbarRings() +{ + // first set the ring stats to 0, then configure them if needed + self.stat_sbring1_type = self.stat_sbring1_clip = 0; + self.stat_sbring2_type = self.stat_sbring2_clip = 0; + + if(time <= self.action_delay) + { + self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress + self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1); + } + + if(time <= self.regurgitate_prepare) + { + self.stat_sbring2_type = 1; // ring shows regurgitation delay, fills with progress + self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1); } } void Vore() { - // if we are free, show our stomach load on the HUD. Otherwise, show the predator's - if(self.predator.classname == "player") + // main vore code, this is where it all happens + + if(!cvar("g_vore")) // the vore system is disabled { - self.stat_stomachload = self.predator.stomach_load; - self.stat_digesting = self.predator.digesting; + Vore_Disconnect(); + return; + } + + Vore_AutoTaunt(); + + // wash the goo away from players once they leave the stomach + if(!self.stat_eaten) + if(stov(cvar_string("g_vore_regurgitatecolor_release"))) + if(self.colormod) + if(cvar("g_vore_regurgitatecolor_release_fade")) + { + self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime; + if(self.colormod_x > 1) + self.colormod_x = 1; + self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime; + if(self.colormod_y > 1) + self.colormod_y = 1; + self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime; + if(self.colormod_z > 1) + self.colormod_z = 1; + } + + // set all vore stats + Vore_SetSbarRings(); + if(self.fakepredator.classname == "player") + self.stat_eaten = num_for_edict(self.fakepredator); + else if(self.predator.classname == "player") + { + self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board + self.stat_digesting = self.predator.digesting; // necessary for the stomach board self.stat_eaten = num_for_edict(self.predator); } else @@ -310,9 +496,34 @@ void Vore() self.stat_digesting = self.digesting; self.stat_eaten = 0; } + self.stat_canleave = Vore_CanLeave(); + + // don't allow a player inside a player inside another player :) + // prevent this by checking if such has happened, and taking the proper measures + // this code has a high priority and must not be stopped by any delay, so run it here + if(self.predator.stat_eaten) + { + entity target_predator, target_predator_predator, oldself; + target_predator = self.predator; + target_predator_predator = self.predator.predator; + + Vore_Regurgitate(self); + + // now steal our prey's prey if this probability applies + if(random() < cvar("g_balance_vore_swallow_stealprey")) + { + oldself = self; + self = target_predator_predator; + if(Swallow_condition_check(oldself)) + if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey + if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it + Vore_Swallow(oldself); + self = oldself; + } + } - // skip the vore system under some circumstances - if(time < game_starttime) + // apply delays and skip the vore system under some circumstances + if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins { Vore_Disconnect(); return; @@ -327,104 +538,115 @@ void Vore() // -------------------------------- entity prey; - prey = Swallow_distance_check(); + prey = Swallow_player_check(); - // attempt to swallow our new prey if there's any in range - if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time) + // attempt to swallow our new prey if we pressed the attack button, and there's any in range + self.stat_canswallow = 0; if(Swallow_condition_check(prey)) - Vore_Swallow(prey); + { + // canswallow stat, used by the HUD + if(teams_matter && prey.team == self.team) + self.stat_canswallow = 2; + else + self.stat_canswallow = 1; + + if(self.BUTTON_ATCK) + Vore_Swallow(prey); + } + else if(prey != world) + self.stat_canswallow = -1; - // start / stop digestion on command, if the player has someone in their stomach - if(self.BUTTON_DIGEST) + // toggle digestion, if the player has someone in their stomach + if(self.BUTTON_DIGEST && cvar("g_vore_digestion")) { if(self.stomach_load) { - if(time > self.digest_button_delay) + if(time > self.digest_button_delay_time) { self.digesting = !self.digesting; - self.digest_button_delay = time + button_delay; + self.digest_button_delay_time = time + button_delay_time; } } - else if(time > self.complain_swallow) + else if(time > self.complain_vore) { - play2(self, "weapons/unavailable.wav"); + play2(self, "misc/forbidden.wav"); sprint(self, "There is nothing to digest\n"); - self.complain_swallow = time + complain_delay; + self.complain_vore = time + complain_delay_time; } } - if(!self.stomach_load) + if(!self.stomach_load || !cvar("g_vore_digestion")) self.digesting = FALSE; - // release players from this player's stomach on command - if(self.BUTTON_REGURGITATE) + // predator wishes to regurgitate his prey + if(self.BUTTON_REGURGITATE && time > self.action_delay) { if(self.stomach_load) { - if(time > self.regurgitate_button_delay) + if(time > self.regurgitate_button_delay_time) { self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay"); PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND); - self.regurgitate_button_delay = time + button_delay; + self.regurgitate_button_delay_time = time + button_delay_time; } } - else if(time > self.complain_swallow) + else if(time > self.complain_vore) { - play2(self, "weapons/unavailable.wav"); + play2(self, "misc/forbidden.wav"); sprint(self, "There is nothing to regurgitate\n"); - self.complain_swallow = time + complain_delay; + self.complain_vore = time + complain_delay_time; } } if(cvar("g_vore_gurglesound")) - Vore_Gurglesound(); + Vore_GurgleSound(); // -------------------------------- // Code that addresses the prey: // -------------------------------- - if(self.predator.classname != "player") + Vore_SetCamera(); + + // keepdeadprey - detach dead prey if their predator died or got swallowed + if(self.fakeprey) + if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten) + Vore_DeadPrey_Detach(self); + + if(!self.stat_eaten) return; - if(self.predator.deadflag || self.deadflag) - Vore_Regurgitate(self); - else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :) + if(self.deadflag != DEAD_NO) { - entity target_predator, oldself; - target_predator = self.predator.predator; + Vore_PreyRelease(self, FALSE); + return; + } + if(self.predator.deadflag != DEAD_NO) Vore_Regurgitate(self); - if(random() < cvar("g_vore_stealprey")) - if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey - if(Swallow_condition_check(self)) - { - oldself = self; - self = target_predator; - Vore_Swallow(oldself); - self = oldself; - } - } - else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit")) + else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap")) Vore_Regurgitate(self); - // apply delayed regurgitating + // apply delayed regurgitating if it was scheduled if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare) { self.predator.regurgitate_prepare = 0; - self.predator.complain_swallow = time + complain_delay; + self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach Vore_Regurgitate(self); } + // execute digesting and team healing if(self.predator.digesting == TRUE) Vore_Digest(); if(teams_matter && self.team == self.predator.team) + if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore")) Vore_Teamheal(); - if(self.BUTTON_ATCK) + // execute prey commands + if(self.BUTTON_ATCK && cvar("g_vore_kick")) Vore_StomachKick(); if(self.BUTTON_JUMP) Vore_StomachLeave(); - self.stat_canleave = Vore_PreyCanLeave(); - - Vore_CameraEffect_Apply(); + // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach + // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey + kh_Key_DropAll(self, FALSE); } \ No newline at end of file