1 .float regurgitate_prepare;
\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
\r
3 .float complain_vore;
\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
\r
6 const float system_delay_time = 0.1;
\r
7 const float complain_delay_time = 1;
\r
8 const float button_delay_time = 0.5;
\r
9 const float steptime = 0.1;
\r
11 entity Swallow_player_check()
\r
13 // check if we can swallow a player instead of firing our weapon
\r
15 float swallow_range;
\r
16 vector vore_w_shotorg, vore_w_shotdir;
\r
18 swallow_range = cvar("g_balance_vore_swallow_range");
\r
19 if(cvar("g_healthsize")) // we can swallow from further or closer based on our size
\r
20 swallow_range *= self.scale;
\r
21 makevectors(self.angles);
\r
22 vore_w_shotorg = self.origin;
\r
23 vore_w_shotdir = v_forward;
\r
25 if(self.antilag_debug)
\r
26 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);
\r
28 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
\r
29 if(trace_fraction < 1)
\r
30 if(trace_ent.classname == "player")
\r
35 float Swallow_condition_check(entity prey)
\r
37 // checks the necessary conditions for swallowing a player
\r
40 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
41 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
\r
42 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
\r
43 if not(vlen(self.velocity) > cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_maxload / self.stomach_load))
\r
45 string swallow_complain;
\r
46 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
\r
47 swallow_complain = "You cannot swallow your team mates\n";
\r
48 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
\r
49 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
\r
50 else if(self.stomach_load >= self.stomach_maxload)
\r
51 swallow_complain = "You do not have any more room to swallow this player.\n";
\r
52 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
\r
53 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
\r
54 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
\r
55 swallow_complain = "You cannot swallow someone larger than you\n";
\r
57 if(swallow_complain != "")
\r
59 if(time > self.complain_vore && self.BUTTON_ATCK)
\r
61 play2(self, "misc/forbidden.wav");
\r
62 sprint(self, swallow_complain);
\r
63 self.complain_vore = time + complain_delay_time;
\r
72 float Prey_Mass(entity prey)
\r
75 vore_mass = cvar("g_balance_vore_load_prey_mass");
\r
76 if(cvar("g_healthsize"))
\r
77 vore_mass *= prey.scale;
\r
78 vore_mass = ceil(vore_mass);
\r
82 float Stomach_TeamMates_check(entity pred)
\r
84 // checks if a player's stomach contains any team mates
\r
89 FOR_EACH_PLAYER(head)
\r
91 if(head.predator == pred && head.team == pred.team)
\r
98 float Vore_CanLeave()
\r
100 if(self.stat_eaten)
\r
102 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
\r
104 if(teams_matter && self.team == self.predator.team)
\r
106 if(g_rpg && cvar("g_rpg_canleave"))
\r
112 // position the camera properly for prey
\r
113 void Vore_SetPreyPositions()
\r
115 // self is the predator and head is the prey
\r
118 local vector origin_apply;
\r
119 local float position_counter;
\r
121 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
\r
122 // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.
\r
123 // For each player, the origin is updated, then a new origin is used for the next player.
\r
124 // This requires that no more than 9 players may be in the stomach at a time!
\r
125 FOR_EACH_PLAYER(head)
\r
127 if(head.predator == self)
\r
129 switch(position_counter)
\r
132 origin_apply = '0 0 0'; // first occupant sits in the middle
\r
135 origin_apply = '1 0 0'; // second occupant sits in the front
\r
138 origin_apply = '-1 0 0'; // third occupant sits in the back
\r
141 origin_apply = '0 1 0'; // fourth occupant sits in the right
\r
144 origin_apply = '0 -1 0'; // fifth occupant sits in the left
\r
147 origin_apply = '1 1 0'; // sixth occupant sits in the front-right
\r
150 origin_apply = '-1 1 0'; // seventh occupant sits in the back-right
\r
153 origin_apply = '1 -1 0'; // eigth occupant sits in the front-left
\r
156 origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left
\r
162 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
\r
163 head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");
\r
164 head.view_ofs_z *= self.scale; // stomach center depends on predator scale
\r
166 // change prey height based on scale
\r
168 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");
\r
169 head.view_ofs_z += prey_height;
\r
171 position_counter += 1;
\r
176 .float gurgle_oldstomachload;
\r
177 void Vore_GurgleSound()
\r
179 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
\r
181 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
\r
183 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
\r
184 self.gurgle_oldstomachload = self.stomach_load;
\r
188 void Vore_WeightApply(entity e)
\r
190 // apply stomach weight that makes you heavier the more you eat
\r
191 // slowing the player is done in cl_physics.qc
\r
193 if(e.stomach_load != e.vore_oldstomachload)
\r
194 e.gravity += 1 + (e.stomach_load / e.stomach_maxload * cvar("g_balance_vore_load_pred_weight") - e.vore_oldstomachload);
\r
196 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
\r
197 e.vore_oldstomachload = e.stomach_load;
\r
200 void Vore_AutoDigest(entity e)
\r
202 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
\r
204 if(!cvar("g_vore_digestion") || e.digesting)
\r
206 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
\r
207 return; // this feature is only for players, not bots
\r
208 if(e.stomach_load > 1)
\r
209 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
210 if(Stomach_TeamMates_check(e))
\r
211 return; // never begin automatic digestion if we've swallowed a team mate
\r
213 e.digesting = TRUE;
\r
216 .entity swallow_model;
\r
217 float Vore_SwallowModel_CustomizeEntityForClient()
\r
219 // use the same system as the weapon model
\r
221 self.viewmodelforclient = self.owner;
\r
222 self.alpha = self.owner.cvar_cl_vore_swallowmodel;
\r
224 if(other.classname == "spectator")
\r
225 if(other.enemy == self.owner)
\r
227 self.viewmodelforclient = other;
\r
228 self.alpha = other.cvar_cl_vore_swallowmodel;
\r
234 void Vore_SwallowModel_Think()
\r
236 // update the position of the swallow model to match our swallow progress
\r
238 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
\r
239 if(cvar("g_healthsize"))
\r
240 dist *= self.scale;
\r
241 self.view_ofs = '1 0 0' * dist;
\r
243 // if our swallow progress is gone or we are dead, the swallow model also goes away
\r
244 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
\r
246 remove(self.owner.swallow_model);
\r
247 self.owner.swallow_model = world;
\r
251 // properties that should update whenever possible, but when the predator is not available
\r
252 self.nextthink = time;
\r
255 void Vore_SwallowModel_Update(entity prey, entity pred)
\r
257 // if we don't have a swallow model already, spawn one
\r
258 if(!prey.swallow_model)
\r
260 prey.swallow_model = spawn();
\r
261 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
\r
262 prey.swallow_model.solid = SOLID_NOT;
\r
263 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
\r
264 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
\r
265 prey.swallow_model.owner = prey;
\r
266 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;
\r
267 prey.swallow_model.think = Vore_SwallowModel_Think;
\r
268 prey.swallow_model.nextthink = time;
\r
271 // properties that should update whenever possible, but when the predator is available
\r
272 string player_swallowmodel;
\r
273 player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
\r
274 if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active
\r
275 setmodel(prey.swallow_model, player_swallowmodel);
\r
276 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
\r
277 prey.swallow_model.skin = pred.skin;
\r
278 if(cvar("g_healthsize"))
\r
279 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
\r
280 if(prey.swallow_model.enemy != pred)
\r
281 prey.swallow_model.enemy = pred; // enemy is the predator
\r
282 if(prey.swallow_model.colormap != pred.colormap)
\r
283 prey.swallow_model.colormap = pred.colormap; // pants and shirt color
\r
284 if(prey.swallow_model.glowmod != pred.glowmod)
\r
285 prey.swallow_model.glowmod = pred.glowmod; // glow color
\r
290 void Vore_Swallow(entity e)
\r
292 // this player is being swallowed by another player, apply the proper changes
\r
294 e.vore_oldmovetype = e.movetype;
\r
295 e.vore_oldsolid = e.solid;
\r
298 setorigin(e, e.predator.origin);
\r
299 e.velocity = '0 0 0';
\r
300 e.movetype = MOVETYPE_FOLLOW;
\r
301 e.solid = SOLID_NOT;
\r
302 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
\r
304 // drop keys (KH) and flags (CTF) when we get swallowed
\r
305 kh_Key_DropAll(e, FALSE);
\r
307 DropFlag(e.flagcarried, world, e.predator);
\r
309 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
310 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
\r
312 if(teams_matter && e.team == e.predator.team)
\r
314 if(cvar("g_vore_kick"))
\r
315 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
\r
316 if(cvar("g_vore_digestion"))
\r
317 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
\r
320 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
321 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
322 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
\r
323 e.predator.stomach_load += Prey_Mass(e);
\r
324 e.predator.regurgitate_prepare = 0;
\r
325 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
\r
326 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
\r
327 Vore_WeightApply(e.predator);
\r
328 Vore_AutoDigest(e.predator);
\r
330 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
\r
331 e.predator.weapon_delay = time + button_delay_time;
\r
332 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
\r
333 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
334 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
\r
337 void Vore_SwallowStep(entity e)
\r
339 if(!cvar("g_balance_vore_swallow_speed_fill"))
\r
345 Vore_SwallowModel_Update(e, self);
\r
347 // increase the progress value until it reaches 1, then swallow the player
\r
348 if(e.swallow_progress_prey < 1)
\r
351 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
\r
352 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
\r
353 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));
\r
354 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
\r
355 fill /= e.stomach_load;
\r
357 e.swallow_progress_prey += fill;
\r
362 e.swallow_progress_prey = 0;
\r
365 // the predator's progress is how much the prey got swallowed
\r
366 self.swallow_progress_pred = e.swallow_progress_prey;
\r
369 void Vore_Regurgitate(entity e)
\r
371 // this player is being regurgitated by their predator, apply the proper changes
\r
373 e.movetype = e.vore_oldmovetype;
\r
374 if(e.health > 0) // leave SOLID_NOT for dead bodies
\r
375 e.solid = e.vore_oldsolid;
\r
376 e.view_ofs_z = PL_VIEW_OFS_z;
\r
378 // apply velocities
\r
379 local vector oldforward, oldright, oldup;
\r
380 oldforward = v_forward;
\r
381 oldright = v_right;
\r
383 makevectors(e.predator.v_angle);
\r
384 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
\r
385 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
\r
386 v_forward = oldforward;
\r
387 v_right = oldright;
\r
390 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
\r
391 e.pushltime = time + cvar("g_maxpushtime");
\r
393 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
\r
394 if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))
\r
396 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
\r
397 Vore_SwallowModel_Update(e, e.predator);
\r
400 // apply regurgitation damage to the predator
\r
401 if(cvar("g_balance_vore_regurgitate_damage"))
\r
403 float regurgitate_dmg;
\r
404 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
\r
405 if(cvar("g_healthsize"))
\r
406 regurgitate_dmg *= e.scale / e.predator.scale;
\r
407 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
\r
410 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
411 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
412 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
\r
413 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
\r
414 e.predator.stomach_load -= Prey_Mass(e);
\r
415 e.predator.regurgitate_prepare = 0;
\r
416 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
\r
417 Vore_WeightApply(e.predator);
\r
419 // block firing for a small amount of time, or we'll be firing the next frame
\r
420 e.weapon_delay = time + button_delay_time;
\r
421 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
422 e.predator = world;
\r
425 void Vore_DeadPrey_Configure(entity e)
\r
427 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
\r
429 if(e.fakeprey || !e.stat_eaten) // we already configured everything
\r
432 // this entity is like e.predator but for dead prey, to avoid conflicts
\r
433 e.fakepredator = e.predator;
\r
436 // first release the prey from the predator, as dead prey needs to be attached differently
\r
437 // the predator's stomach load is also decreased, as dead prey doesn't count any more
\r
438 e.predator.stomach_load -= Prey_Mass(e);
\r
439 Vore_WeightApply(e.predator);
\r
440 e.predator = world;
\r
442 // now put our dead prey inside the predator's stomach, but only as an effect
\r
443 e.movetype = MOVETYPE_FOLLOW;
\r
444 e.takedamage = DAMAGE_NO;
\r
445 e.solid = SOLID_NOT;
\r
446 e.aiment = e.fakepredator;
\r
449 void Vore_DeadPrey_Detach(entity e)
\r
451 // ran when dead prey must be detached from the stomach (eg: they are respawning)
\r
452 // should only execute after Vore_DeadPrey_Configure has ran first
\r
454 if not(cvar("g_vore_keepdeadprey"))
\r
457 e.fakepredator = world;
\r
458 e.fakeprey = TRUE; // keep fakeprey status
\r
461 e.movetype = MOVETYPE_TOSS;
\r
464 void Vore_PreyRelease(entity e, float pred_disconnect)
\r
466 if(pred_disconnect)
\r
469 Vore_DeadPrey_Detach(e);
\r
471 Vore_Regurgitate(e);
\r
473 else if(self.stat_eaten && !self.fakeprey)
\r
475 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
\r
476 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
\r
477 Vore_DeadPrey_Configure(e);
\r
479 Vore_Regurgitate(e);
\r
483 void Vore_Disconnect()
\r
485 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
\r
487 // prey disconnects or goes spectating while inside someone's belly
\r
488 if(self.stat_eaten)
\r
489 Vore_PreyRelease(self, TRUE);
\r
491 // pred disconnects or goes spectating with players in their belly
\r
493 FOR_EACH_PLAYER(head)
\r
495 if(head.predator == self || head.fakepredator == self)
\r
496 Vore_PreyRelease(head, TRUE);
\r
498 Vore_GurgleSound(); // stop the gurgling sound
\r
500 self.stomach_load = self.gravity = 0; // prevents a bug
\r
503 .float digestion_step;
\r
506 // apply digestion to prey
\r
508 if(time > self.digestion_step)
\r
510 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach
\r
512 if(cvar("g_balance_vore_digestion_distribute"))
\r
513 vore_offset = self.predator.stomach_maxload / self.predator.stomach_load;
\r
518 damage = cvar("g_balance_vore_digestion_damage") / vore_offset;
\r
520 // apply player scale to digestion damage
\r
521 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))
\r
522 damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));
\r
524 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
\r
525 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
\r
526 self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;
\r
528 if (self.predator.digestsound_finished < time)
\r
530 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
531 self.predator.digestsound_finished = time + 0.5;
\r
533 self.digestion_step = time + steptime;
\r
536 if(self.deadflag != DEAD_NO)
\r
537 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
\r
538 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
\r
541 .float teamheal_step;
\r
542 void Vore_Teamheal()
\r
546 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
\r
547 if(time > self.teamheal_step)
\r
549 self.health += cvar("g_balance_vore_teamheal");
\r
550 self.teamheal_step = time + steptime;
\r
552 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
\r
553 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
\r
555 play2(self, "misc/beep.wav");
\r
556 play2(self.predator, "misc/beep.wav");
\r
561 .float kick_pressed;
\r
562 void Vore_StomachKick()
\r
564 // allows prey to kick the predator's stomach and do some damage or attempt to escape
\r
566 if(time > self.stomachkick_delay && !self.kick_pressed)
\r
570 damage = cvar("g_balance_vore_kick_damage");
\r
571 force = v_forward * cvar("g_balance_vore_kick_force");
\r
574 // apply player scale to the damage / force of the kick
\r
575 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
\r
577 damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
\r
578 force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
\r
579 vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale
\r
581 vol = bound(0, vol, 1);
\r
583 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
\r
584 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);
\r
585 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
\r
586 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
\r
588 // abort the predator's scheduled regurgitation
\r
589 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
\r
590 self.predator.regurgitate_prepare = 0;
\r
592 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
\r
593 if(cvar("g_balance_vore_kick_repress"))
\r
594 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
\r
595 self.kick_pressed = TRUE;
\r
599 void Vore_StomachLeave()
\r
601 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
603 if(Vore_CanLeave())
\r
604 Vore_Regurgitate(self);
\r
605 else if(time > self.complain_vore)
\r
607 play2(self, "misc/forbidden.wav");
\r
608 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
\r
609 self.complain_vore = time + complain_delay_time;
\r
613 void Vore_AutoTaunt()
\r
615 // triggers ambient vore taunts, for both pred and prey
\r
620 if(self.stomach_load && !Stomach_TeamMates_check(self))
\r
622 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
624 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
625 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
628 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
630 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
631 SetAutoTaunt(self, 0, 0);
\r
635 if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))
\r
637 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
639 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
640 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
643 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
645 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
646 SetAutoTaunt(self, 0, 0);
\r
650 void Vore_SetSbarRings()
\r
652 // first clear the ring stats, then configure them if needed
\r
653 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
\r
654 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
\r
656 if(self.stat_eaten)
\r
658 if(time <= self.stomachkick_delay)
\r
660 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
\r
661 self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);
\r
666 if(self.swallow_progress_pred)
\r
668 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
\r
669 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
671 else if(time <= self.action_delay)
\r
673 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
674 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);
\r
677 if(self.swallow_progress_prey)
\r
679 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
680 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
682 else if(time <= self.regurgitate_prepare)
\r
684 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
685 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);
\r
692 // main vore code, this is where it all happens
\r
696 // wash the goo away from players once they leave the stomach
\r
697 if(!self.stat_eaten)
\r
698 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
700 if(cvar("g_vore_regurgitatecolor_release_fade"))
\r
702 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
703 if(self.colormod_x > 1)
\r
704 self.colormod_x = 1;
\r
705 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
706 if(self.colormod_y > 1)
\r
707 self.colormod_y = 1;
\r
708 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
709 if(self.colormod_z > 1)
\r
710 self.colormod_z = 1;
\r
713 // set all vore stats
\r
714 Vore_SetSbarRings();
\r
715 if(self.fakepredator.classname == "player")
\r
716 self.stat_eaten = num_for_edict(self.fakepredator);
\r
717 else if(self.predator.classname == "player")
\r
719 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
720 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board
\r
721 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
722 self.stat_eaten = num_for_edict(self.predator);
\r
726 self.stat_stomachload = self.stomach_load;
\r
727 self.stat_stomachmaxload = self.stomach_maxload;
\r
728 self.stat_digesting = self.digesting;
\r
729 self.stat_eaten = 0;
\r
731 self.stat_canleave = Vore_CanLeave();
\r
733 // don't allow a player inside a player inside another player :)
\r
734 // prevent this by checking if such has happened, and taking the proper measures
\r
735 // this code has a high priority and must not be stopped by any delay, so run it here
\r
736 if(self.predator.stat_eaten)
\r
738 entity target_predator, target_predator_predator, oldself;
\r
739 target_predator = self.predator;
\r
740 target_predator_predator = self.predator.predator;
\r
742 Vore_Regurgitate(self);
\r
744 // now steal our prey's prey if this probability applies
\r
745 if(random() < cvar("g_balance_vore_swallow_stealprey"))
\r
748 self = target_predator_predator;
\r
749 if(Swallow_condition_check(oldself))
\r
750 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
751 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
752 Vore_Swallow(oldself);
\r
757 // the swallow progress of prey and preds idly decrease by this amount
\r
758 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
760 if(self.swallow_progress_pred)
\r
762 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
763 if(self.swallow_progress_pred < 0)
\r
764 self.swallow_progress_pred = 0;
\r
766 if(self.swallow_progress_prey)
\r
768 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
769 if(self.swallow_progress_prey < 0)
\r
770 self.swallow_progress_prey = 0;
\r
774 // apply delays and skip the vore system under some circumstances
\r
775 if(!cvar("g_vore")) // the vore system is disabled
\r
780 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
785 if(self.spectatee_status)
\r
787 if(time < self.system_delay)
\r
790 // --------------------------------
\r
791 // Code that addresses predators:
\r
792 // --------------------------------
\r
795 prey = Swallow_player_check();
\r
797 // set the predator's stomach capacity
\r
798 self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");
\r
799 if(cvar("g_healthsize"))
\r
800 self.stomach_maxload *= self.scale;
\r
801 self.stomach_maxload = ceil(self.stomach_maxload);
\r
803 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
804 self.stat_canswallow = 0;
\r
805 if(Swallow_condition_check(prey))
\r
807 // canswallow stat, used by the HUD
\r
808 if(teams_matter && prey.team == self.team)
\r
809 self.stat_canswallow = 2;
\r
811 self.stat_canswallow = 1;
\r
813 if(self.BUTTON_ATCK)
\r
814 Vore_SwallowStep(prey);
\r
816 else if(prey != world)
\r
817 self.stat_canswallow = -1;
\r
819 // toggle digestion, if the player has someone in their stomach
\r
820 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
822 if(self.stomach_load)
\r
824 if(time > self.digest_button_delay_time)
\r
826 self.digesting = !self.digesting;
\r
827 self.digest_button_delay_time = time + button_delay_time;
\r
830 else if(time > self.complain_vore)
\r
832 play2(self, "misc/forbidden.wav");
\r
833 sprint(self, "There is nothing to digest\n");
\r
834 self.complain_vore = time + complain_delay_time;
\r
837 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
838 self.digesting = FALSE;
\r
840 // predator wishes to regurgitate his prey
\r
841 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
843 if(self.stomach_load)
\r
845 if(time > self.regurgitate_button_delay_time)
\r
847 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
848 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
849 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
850 self.regurgitate_button_delay_time = time + button_delay_time;
\r
853 else if(time > self.complain_vore)
\r
855 play2(self, "misc/forbidden.wav");
\r
856 sprint(self, "There is nothing to regurgitate\n");
\r
857 self.complain_vore = time + complain_delay_time;
\r
861 if(cvar("g_vore_gurglesound"))
\r
862 Vore_GurgleSound();
\r
864 // --------------------------------
\r
865 // Code that addresses the prey:
\r
866 // --------------------------------
\r
868 Vore_SetPreyPositions();
\r
870 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
872 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)
\r
873 Vore_DeadPrey_Detach(self);
\r
875 if(!self.stat_eaten)
\r
878 if(self.deadflag != DEAD_NO)
\r
880 Vore_PreyRelease(self, FALSE);
\r
884 if(self.predator.deadflag != DEAD_NO)
\r
885 Vore_Regurgitate(self);
\r
886 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_maxload / self.stomach_load))
\r
887 Vore_Regurgitate(self);
\r
889 // apply delayed regurgitating if it was scheduled
\r
890 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
892 self.predator.regurgitate_prepare = 0;
\r
893 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
894 Vore_Regurgitate(self);
\r
897 // execute digesting and team healing
\r
898 if(self.predator.digesting == TRUE)
\r
900 if(teams_matter && self.team == self.predator.team)
\r
901 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
904 // execute prey commands
\r
905 if(self.BUTTON_ATCK)
\r
907 if(cvar("g_vore_kick"))
\r
908 Vore_StomachKick();
\r
911 self.kick_pressed = FALSE;
\r
912 if(self.BUTTON_JUMP)
\r
913 Vore_StomachLeave();
\r
915 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
916 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
917 kh_Key_DropAll(self, FALSE);
\r