1 .float regurgitate_prepare;
\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;
\r
3 .float complain_vore;
\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;
\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_distance_check()
\r
13 // check if we can swallow a player instead of firing our weapon
\r
15 vector w_shotorg, w_shotdir;
\r
16 w_shotorg = self.origin + self.view_ofs;
\r
17 w_shotdir = v_forward;
\r
19 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));
\r
20 if(trace_fraction < 1)
\r
21 if(trace_ent.classname == "player")
\r
26 float Swallow_condition_check(entity prey)
\r
28 // checks the necessary conditions for swallowing another player
\r
30 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
\r
31 if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
\r
32 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
\r
34 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))
\r
36 if(time > self.complain_vore)
\r
38 play2(self, "weapons/unavailable.wav");
\r
39 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));
\r
40 self.complain_vore = time + complain_delay_time;
\r
45 if(cvar("g_vore_biggergut"))
\r
46 if(prey.stomach_load > self.stomach_load)
\r
48 if(time > self.complain_vore)
\r
50 play2(self, "weapons/unavailable.wav");
\r
51 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");
\r
52 self.complain_vore = time + complain_delay_time;
\r
62 float Vore_CanLeave()
\r
64 if(teams_matter && self.team == self.predator.team)
\r
69 // make the camera smoothly lower itself when we get swallowed
\r
70 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)
\r
71 .float cameraeffect_current, cameraeffect_target;
\r
72 void Vore_CameraEffect_Set(entity e)
\r
74 e.cameraeffect_current = 1;
\r
75 e.cameraeffect_target = 2;
\r
77 void Vore_CameraEffect_Apply()
\r
79 if(self.predator.classname != "player")
\r
82 if(self.cvar_cl_vore_cameraspeed)
\r
85 step = self.cvar_cl_vore_cameraspeed * frametime;
\r
87 // not sure if these maths are good, as the effect should be smoother
\r
88 if(self.cameraeffect_current >= self.cameraeffect_target + step)
\r
89 self.cameraeffect_current -= step;
\r
90 else if(self.cameraeffect_current <= self.cameraeffect_target - step)
\r
91 self.cameraeffect_current += step;
\r
94 self.cameraeffect_current = self.cameraeffect_target;
\r
96 self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;
\r
99 .float gurgle_oldstomachload;
\r
100 void Vore_Gurglesound()
\r
102 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
\r
104 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
\r
106 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
\r
107 self.gurgle_oldstomachload = self.stomach_load;
\r
111 void Vore_Weight_apply(entity e)
\r
113 // apply stomach weight that makes you heavier the more you eat
\r
114 // slowing the player is done in cl_physics.qc
\r
116 if(e.stomach_load != e.vore_oldstomachload)
\r
117 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
\r
119 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
\r
120 e.vore_oldstomachload = e.stomach_load;
\r
125 void Vore_Swallow(entity e)
\r
127 // this player is being swallowed by another player, apply the proper changes
\r
129 e.vore_oldmovetype = e.movetype;
\r
130 e.vore_oldsolid = e.solid;
\r
131 e.vore_oldview_ofs_z = e.view_ofs_z;
\r
134 setorigin(e, e.predator.origin);
\r
135 e.velocity = '0 0 0';
\r
136 e.movetype = MOVETYPE_FOLLOW;
\r
137 e.solid = SOLID_NOT;
\r
138 e.alpha = -1; // best way of hiding the eaten player
\r
139 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
\r
141 // drop keys (KH) and flags (CTF) when we get swallowed
\r
142 kh_Key_DropAll(e, FALSE);
\r
144 DropFlag(e.flagcarried, world, e.predator);
\r
146 Vore_CameraEffect_Set(e);
\r
148 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
149 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
\r
151 if(teams_matter && e.team == e.predator.team)
\r
153 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
\r
154 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");
\r
157 PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
158 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
159 e.predator.stomach_load += 1;
\r
160 e.predator.regurgitate_prepare = 0;
\r
161 Vore_Weight_apply(e.predator);
\r
163 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
\r
164 e.predator.weapon_delay = time + button_delay_time;
\r
165 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
\r
166 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
169 void Vore_Regurgitate(entity e)
\r
171 // this player is being regurgitated by their predator, apply the proper changes
\r
173 e.movetype = e.vore_oldmovetype;
\r
174 if(e.health > 0) // leave SOLID_NOT for dead bodies
\r
175 e.solid = e.vore_oldsolid;
\r
176 e.view_ofs_z = e.vore_oldview_ofs_z;
\r
177 e.alpha = default_player_alpha;
\r
179 // apply velocities
\r
180 local vector oldforward, oldright, oldup;
\r
181 oldforward = v_forward;
\r
182 oldright = v_right;
\r
184 makevectors(e.predator.v_angle);
\r
185 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
\r
186 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
\r
187 v_forward = oldforward;
\r
188 v_right = oldright;
\r
191 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
\r
192 e.pushltime = time + cvar("g_maxpushtime");
\r
194 PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
195 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
\r
196 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
\r
197 e.predator.stomach_load -= 1;
\r
198 e.predator.regurgitate_prepare = 0;
\r
199 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
\r
200 Vore_Weight_apply(e.predator);
\r
202 // block firing for a small amount of time, or we'll be firing the next frame
\r
203 e.weapon_delay = time + button_delay_time;
\r
204 e.system_delay = e.predator.system_delay = time + system_delay_time;
\r
205 e.predator = world;
\r
208 void Vore_Disconnect()
\r
210 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
\r
212 // prey disconnects or goes spectating while inside someone's belly
\r
213 if(self.predator.classname == "player")
\r
214 Vore_Regurgitate(self);
\r
216 // pred disconnects or goes spectating with players in their belly
\r
217 else if(self.stomach_load > 0)
\r
220 FOR_EACH_PLAYER(head)
\r
222 if(head.predator == self)
\r
223 Vore_Regurgitate(head);
\r
225 Vore_Gurglesound(); // stop the gurgling sound
\r
229 .float digestion_step;
\r
232 // apply digestion to prey
\r
234 if(time > self.predator.digestion_step)
\r
236 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');
\r
237 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
\r
238 self.predator.health += cvar("g_balance_vore_digestion_vampire");
\r
240 if (self.predator.digestsound_finished < time)
\r
242 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
243 self.predator.digestsound_finished = time + 0.5;
\r
245 self.predator.digestion_step = time + steptime;
\r
248 if(self.health <= 0)
\r
249 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
\r
250 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
\r
253 .float teamheal_step;
\r
254 void Vore_Teamheal()
\r
258 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
\r
259 if(time > self.teamheal_step)
\r
261 self.health += cvar("g_balance_vore_teamheal");
\r
262 self.teamheal_step = time + steptime;
\r
266 .float stomachkick_delay;
\r
267 void Vore_StomachKick()
\r
269 // allows prey to kick the predator's stomach and do some damage or attempt to escape
\r
271 if(time > self.stomachkick_delay)
\r
274 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
275 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');
\r
276 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);
\r
278 if(random() < cvar("g_balance_vore_kick_escapeprobability"))
\r
279 Vore_Regurgitate(self);
\r
281 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
\r
285 void Vore_StomachLeave()
\r
287 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
289 if(Vore_CanLeave())
\r
290 Vore_Regurgitate(self);
\r
291 else if(time > self.complain_vore)
\r
293 play2(self, "weapons/unavailable.wav");
\r
294 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
\r
295 self.complain_vore = time + complain_delay_time;
\r
301 // main vore code, this is where it all happens
\r
303 // set all vore related stats
\r
304 if(self.predator.classname == "player")
\r
306 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
307 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
308 self.stat_eaten = num_for_edict(self.predator);
\r
312 self.stat_stomachload = self.stomach_load;
\r
313 self.stat_digesting = self.digesting;
\r
314 self.stat_eaten = 0;
\r
316 self.stat_canleave = Vore_CanLeave();
\r
318 // skip the vore system under some circumstances
\r
319 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
324 if(self.spectatee_status)
\r
326 if(time < self.system_delay)
\r
329 // --------------------------------
\r
330 // Code that addresses predators:
\r
331 // --------------------------------
\r
334 prey = Swallow_distance_check();
\r
336 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
337 if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)
\r
338 if(Swallow_condition_check(prey))
\r
339 Vore_Swallow(prey);
\r
341 // toggle digestion, if the player has someone in their stomach
\r
342 if(self.BUTTON_DIGEST)
\r
344 if(self.stomach_load)
\r
346 if(time > self.digest_button_delay_time)
\r
348 self.digesting = !self.digesting;
\r
349 self.digest_button_delay_time = time + button_delay_time;
\r
352 else if(time > self.complain_vore)
\r
354 play2(self, "weapons/unavailable.wav");
\r
355 sprint(self, "There is nothing to digest\n");
\r
356 self.complain_vore = time + complain_delay_time;
\r
359 if(!self.stomach_load)
\r
360 self.digesting = FALSE;
\r
362 // predator wishes to regurgitate his prey
\r
363 if(self.BUTTON_REGURGITATE)
\r
365 if(self.stomach_load)
\r
367 if(time > self.regurgitate_button_delay_time)
\r
369 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
370 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
371 self.regurgitate_button_delay_time = time + button_delay_time;
\r
374 else if(time > self.complain_vore)
\r
376 play2(self, "weapons/unavailable.wav");
\r
377 sprint(self, "There is nothing to regurgitate\n");
\r
378 self.complain_vore = time + complain_delay_time;
\r
382 if(cvar("g_vore_gurglesound"))
\r
383 Vore_Gurglesound();
\r
385 // --------------------------------
\r
386 // Code that addresses the prey:
\r
387 // --------------------------------
\r
389 if(self.predator.classname != "player")
\r
392 if(self.predator.deadflag || self.deadflag)
\r
393 Vore_Regurgitate(self);
\r
394 else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)
\r
396 entity target_predator, oldself;
\r
397 target_predator = self.predator.predator;
\r
399 Vore_Regurgitate(self);
\r
400 if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true
\r
401 if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey
\r
402 if(Swallow_condition_check(self))
\r
405 self = target_predator;
\r
406 Vore_Swallow(oldself);
\r
410 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
\r
411 Vore_Regurgitate(self);
\r
413 // apply delayed regurgitating if it was scheduled
\r
414 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
416 self.predator.regurgitate_prepare = 0;
\r
417 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
418 Vore_Regurgitate(self);
\r
421 // execute digesting and team healing
\r
422 if(self.predator.digesting == TRUE)
\r
424 if(teams_matter && self.team == self.predator.team)
\r
427 // execute prey commands
\r
428 if(self.BUTTON_ATCK)
\r
429 Vore_StomachKick();
\r
430 if(self.BUTTON_JUMP)
\r
431 Vore_StomachLeave();
\r
433 Vore_CameraEffect_Apply();
\r