1 .float regurgitate_prepare;
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2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
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3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
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6 const float system_delay_time = 0.1;
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7 const float complain_delay_time = 1;
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8 const float button_delay_time = 0.5;
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9 const float steptime = 0.1;
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11 entity Swallow_player_check()
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13 // check if we can swallow a player instead of firing our weapon
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15 float swallow_range;
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16 vector vore_w_shotorg, vore_w_shotdir;
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18 swallow_range = cvar("g_balance_vore_swallow_range");
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19 if(cvar("g_healthsize")) // we can swallow from further or closer based on our size
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20 swallow_range *= self.scale;
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21 makevectors(self.angles);
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22 vore_w_shotorg = self.origin;
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23 vore_w_shotdir = v_forward;
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25 if(self.antilag_debug)
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26 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);
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28 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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29 if(trace_fraction < 1)
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30 if(trace_ent.classname == "player")
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35 float Swallow_condition_check(entity prey)
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37 // checks the necessary conditions for swallowing a player
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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
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41 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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42 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
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43 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))
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45 string swallow_complain;
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46 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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47 swallow_complain = "You cannot swallow your team mates\n";
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48 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
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49 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
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50 else if(self.stomach_load >= g_balance_vore_swallow_limit)
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51 swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");
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52 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
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53 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
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54 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
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55 swallow_complain = "You cannot swallow someone larger than you\n";
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57 if(swallow_complain != "")
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59 if(time > self.complain_vore && self.BUTTON_ATCK)
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61 play2(self, "misc/forbidden.wav");
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62 sprint(self, swallow_complain);
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63 self.complain_vore = time + complain_delay_time;
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72 float Stomach_TeamMates_check(entity pred)
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74 // checks if a player's stomach contains any team mates
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79 FOR_EACH_PLAYER(head)
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81 if(head.predator == pred && head.team == pred.team)
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88 float Vore_CanLeave()
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92 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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94 if(teams_matter && self.team == self.predator.team)
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96 if(g_rpg && cvar("g_rpg_canleave"))
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102 // position the camera properly for prey
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103 void Vore_SetPreyPositions()
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105 // self is the predator and head is the prey
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108 local vector origin_apply;
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109 local float position_counter;
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111 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
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112 // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.
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113 // For each player, the origin is updated, then a new origin is used for the next player.
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114 // This requires that no more than 9 players may be in the stomach at a time!
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115 FOR_EACH_PLAYER(head)
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117 if(head.predator == self)
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119 switch(position_counter)
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122 origin_apply = '0 0 0'; // first occupant sits in the middle
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125 origin_apply = '1 0 0'; // second occupant sits in the front
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128 origin_apply = '-1 0 0'; // third occupant sits in the back
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131 origin_apply = '0 1 0'; // fourth occupant sits in the right
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134 origin_apply = '0 -1 0'; // fifth occupant sits in the left
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137 origin_apply = '1 1 0'; // sixth occupant sits in the front-right
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140 origin_apply = '-1 1 0'; // seventh occupant sits in the back-right
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143 origin_apply = '1 -1 0'; // eigth occupant sits in the front-left
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146 origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left
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152 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
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153 head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");
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154 head.view_ofs_z *= self.scale; // stomach center depends on predator scale
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156 // change prey height based on scale
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158 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");
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159 head.view_ofs_z += prey_height;
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161 position_counter += 1;
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166 .float gurgle_oldstomachload;
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167 void Vore_GurgleSound()
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169 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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171 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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173 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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174 self.gurgle_oldstomachload = self.stomach_load;
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178 void Vore_WeightApply(entity e)
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180 // apply stomach weight that makes you heavier the more you eat
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181 // slowing the player is done in cl_physics.qc
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183 if(e.stomach_load != e.vore_oldstomachload)
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184 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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186 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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187 e.vore_oldstomachload = e.stomach_load;
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190 void Vore_AutoDigest(entity e)
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192 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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194 if(!cvar("g_vore_digestion") || e.digesting)
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196 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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197 return; // this feature is only for players, not bots
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198 if(e.stomach_load > 1)
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199 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
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200 if(Stomach_TeamMates_check(e))
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201 return; // never begin automatic digestion if we've swallowed a team mate
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203 e.digesting = TRUE;
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206 .entity swallow_model;
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207 float Vore_SwallowModel_CustomizeEntityForClient()
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209 // use the same system as the weapon model
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210 self.viewmodelforclient = self.owner;
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211 if(other.classname == "spectator")
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212 if(other.enemy == self.owner)
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213 self.viewmodelforclient = other;
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217 void Vore_SwallowModel_Think()
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219 // update the position of the swallow model to match our swallow progress
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221 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
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222 if(cvar("g_healthsize"))
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223 dist *= self.scale;
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224 self.view_ofs = '1 0 0' * dist;
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226 // if our swallow progress is gone or we are dead, the swallow model also goes away
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227 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
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229 remove(self.owner.swallow_model);
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230 self.owner.swallow_model = world;
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234 // properties that should update whenever possible, but when the predator is not available
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235 self.alpha = self.owner.cvar_cl_vore_swallowmodel;
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236 self.nextthink = time;
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239 void Vore_SwallowModel_Update(entity prey, entity pred)
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241 // if we don't have a swallow model already, spawn one
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242 if(!prey.swallow_model)
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244 prey.swallow_model = spawn();
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245 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
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246 prey.swallow_model.solid = SOLID_NOT;
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247 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
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248 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
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249 prey.swallow_model.owner = prey;
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250 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;
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251 prey.swallow_model.think = Vore_SwallowModel_Think;
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252 prey.swallow_model.nextthink = time;
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255 // properties that should update whenever possible, but when the predator is available
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256 string player_swallowmodel;
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257 player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
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258 if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active
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259 setmodel(prey.swallow_model, player_swallowmodel);
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260 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
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261 prey.swallow_model.skin = pred.skin;
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262 if(cvar("g_healthsize"))
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263 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
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264 if(prey.swallow_model.enemy != pred)
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265 prey.swallow_model.enemy = pred; // enemy is the predator
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266 if(prey.swallow_model.colormap != pred.colormap)
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267 prey.swallow_model.colormap = pred.colormap; // pants and shirt color
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268 if(prey.swallow_model.glowmod != pred.glowmod)
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269 prey.swallow_model.glowmod = pred.glowmod; // glow color
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274 void Vore_Swallow(entity e)
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276 // this player is being swallowed by another player, apply the proper changes
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278 e.vore_oldmovetype = e.movetype;
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279 e.vore_oldsolid = e.solid;
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282 setorigin(e, e.predator.origin);
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283 e.velocity = '0 0 0';
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284 e.movetype = MOVETYPE_FOLLOW;
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285 e.solid = SOLID_NOT;
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286 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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288 // drop keys (KH) and flags (CTF) when we get swallowed
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289 kh_Key_DropAll(e, FALSE);
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291 DropFlag(e.flagcarried, world, e.predator);
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293 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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294 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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296 if(teams_matter && e.team == e.predator.team)
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298 if(cvar("g_vore_kick"))
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299 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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300 if(cvar("g_vore_digestion"))
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301 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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304 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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305 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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306 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");
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307 e.predator.stomach_load += 1;
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308 e.predator.regurgitate_prepare = 0;
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309 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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310 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
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311 Vore_WeightApply(e.predator);
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312 Vore_AutoDigest(e.predator);
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314 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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315 e.predator.weapon_delay = time + button_delay_time;
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316 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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317 e.system_delay = e.predator.system_delay = time + system_delay_time;
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318 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
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321 void Vore_SwallowStep(entity e)
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323 if(!cvar("g_balance_vore_swallow_speed_fill"))
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329 Vore_SwallowModel_Update(e, self);
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331 // increase the progress value until it reaches 1, then swallow the player
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332 if(e.swallow_progress_prey < 1)
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335 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
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336 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
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337 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));
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338 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
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339 fill /= e.stomach_load;
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341 e.swallow_progress_prey += fill;
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346 e.swallow_progress_prey = 0;
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349 // the predator's progress is how much the prey got swallowed
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350 self.swallow_progress_pred = e.swallow_progress_prey;
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353 void Vore_Regurgitate(entity e)
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355 // this player is being regurgitated by their predator, apply the proper changes
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357 e.movetype = e.vore_oldmovetype;
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358 if(e.health > 0) // leave SOLID_NOT for dead bodies
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359 e.solid = e.vore_oldsolid;
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360 e.view_ofs_z = PL_VIEW_OFS_z;
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362 // apply velocities
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363 local vector oldforward, oldright, oldup;
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364 oldforward = v_forward;
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365 oldright = v_right;
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367 makevectors(e.predator.v_angle);
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368 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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369 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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370 v_forward = oldforward;
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371 v_right = oldright;
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374 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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375 e.pushltime = time + cvar("g_maxpushtime");
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377 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
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378 if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))
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380 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
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381 Vore_SwallowModel_Update(e, e.predator);
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384 // apply regurgitation damage to the predator
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385 if(cvar("g_balance_vore_regurgitate_damage"))
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387 float regurgitate_dmg;
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388 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
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389 if(cvar("g_healthsize"))
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390 regurgitate_dmg *= e.scale / e.predator.scale;
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391 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
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394 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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395 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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396 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
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397 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");
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398 e.predator.stomach_load -= 1;
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399 e.predator.regurgitate_prepare = 0;
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400 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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401 Vore_WeightApply(e.predator);
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403 // block firing for a small amount of time, or we'll be firing the next frame
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404 e.weapon_delay = time + button_delay_time;
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405 e.system_delay = e.predator.system_delay = time + system_delay_time;
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406 e.predator = world;
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409 void Vore_DeadPrey_Configure(entity e)
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411 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
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413 if(e.fakeprey || !e.stat_eaten) // we already configured everything
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416 // this entity is like e.predator but for dead prey, to avoid conflicts
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417 e.fakepredator = e.predator;
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420 // first release the prey from the predator, as dead prey needs to be attached differently
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421 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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422 e.predator.stomach_load -= 1;
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423 Vore_WeightApply(e.predator);
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424 e.predator = world;
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426 // now put our dead prey inside the predator's stomach, but only as an effect
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427 e.movetype = MOVETYPE_FOLLOW;
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428 e.takedamage = DAMAGE_NO;
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429 e.solid = SOLID_NOT;
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430 e.aiment = e.fakepredator;
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433 void Vore_DeadPrey_Detach(entity e)
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435 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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436 // should only execute after Vore_DeadPrey_Configure has ran first
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438 if not(cvar("g_vore_keepdeadprey"))
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441 e.fakepredator = world;
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442 e.fakeprey = TRUE; // keep fakeprey status
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445 e.movetype = MOVETYPE_TOSS;
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448 void Vore_PreyRelease(entity e, float pred_disconnect)
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450 if(pred_disconnect)
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453 Vore_DeadPrey_Detach(e);
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455 Vore_Regurgitate(e);
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457 else if(self.stat_eaten && !self.fakeprey)
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459 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
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460 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))
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461 Vore_DeadPrey_Configure(e);
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463 Vore_Regurgitate(e);
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467 void Vore_Disconnect()
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469 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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471 // prey disconnects or goes spectating while inside someone's belly
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472 if(self.stat_eaten)
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473 Vore_PreyRelease(self, TRUE);
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475 // pred disconnects or goes spectating with players in their belly
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477 FOR_EACH_PLAYER(head)
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479 if(head.predator == self || head.fakepredator == self)
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480 Vore_PreyRelease(head, TRUE);
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482 Vore_GurgleSound(); // stop the gurgling sound
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484 self.stomach_load = self.gravity = 0; // prevents a bug
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487 .float digestion_step;
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490 // apply digestion to prey
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492 if(time > self.digestion_step)
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494 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach
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496 if(cvar("g_balance_vore_digestion_distribute"))
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497 reduce = self.predator.stomach_load;
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502 damage = cvar("g_balance_vore_digestion_damage") / reduce;
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504 // apply player scale to digestion damage
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505 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))
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506 damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));
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508 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
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509 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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510 self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;
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512 if (self.predator.digestsound_finished < time)
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514 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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515 self.predator.digestsound_finished = time + 0.5;
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517 self.digestion_step = time + steptime;
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520 if(self.deadflag != DEAD_NO)
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521 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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522 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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525 .float teamheal_step;
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526 void Vore_Teamheal()
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530 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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531 if(time > self.teamheal_step)
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533 self.health += cvar("g_balance_vore_teamheal");
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534 self.teamheal_step = time + steptime;
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536 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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537 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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539 play2(self, "misc/beep.wav");
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540 play2(self.predator, "misc/beep.wav");
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545 .float kick_pressed;
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546 void Vore_StomachKick()
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548 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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550 if(time > self.stomachkick_delay && !self.kick_pressed)
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554 damage = cvar("g_balance_vore_kick_damage");
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555 force = v_forward * cvar("g_balance_vore_kick_force");
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558 // apply player scale to the damage / force of the kick
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559 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
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561 damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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562 force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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563 vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale
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565 vol = bound(0, vol, 1);
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567 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
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568 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);
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569 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
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570 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
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572 // abort the predator's scheduled regurgitation
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573 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
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574 self.predator.regurgitate_prepare = 0;
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576 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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577 if(cvar("g_balance_vore_kick_repress"))
\r
578 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
\r
579 self.kick_pressed = TRUE;
\r
583 void Vore_StomachLeave()
\r
585 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
587 if(Vore_CanLeave())
\r
588 Vore_Regurgitate(self);
\r
589 else if(time > self.complain_vore)
\r
591 play2(self, "misc/forbidden.wav");
\r
592 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
\r
593 self.complain_vore = time + complain_delay_time;
\r
597 void Vore_AutoTaunt()
\r
599 // triggers ambient vore taunts, for both pred and prey
\r
604 if(self.stomach_load && !Stomach_TeamMates_check(self))
\r
606 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
608 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
609 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
612 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
614 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
615 SetAutoTaunt(self, 0, 0);
\r
619 if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))
\r
621 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
623 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
624 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
627 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
629 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
630 SetAutoTaunt(self, 0, 0);
\r
634 void Vore_SetSbarRings()
\r
636 // first clear the ring stats, then configure them if needed
\r
637 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
\r
638 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
\r
640 if(self.stat_eaten)
\r
642 if(time <= self.stomachkick_delay)
\r
644 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
\r
645 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
650 if(self.swallow_progress_pred)
\r
652 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
\r
653 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
655 else if(time <= self.action_delay)
\r
657 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
658 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
661 if(self.swallow_progress_prey)
\r
663 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
664 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
666 else if(time <= self.regurgitate_prepare)
\r
668 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
669 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
676 // main vore code, this is where it all happens
\r
680 // wash the goo away from players once they leave the stomach
\r
681 if(!self.stat_eaten)
\r
682 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
\r
684 if(cvar("g_vore_regurgitatecolor_release_fade"))
\r
686 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
687 if(self.colormod_x > 1)
\r
688 self.colormod_x = 1;
\r
689 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
690 if(self.colormod_y > 1)
\r
691 self.colormod_y = 1;
\r
692 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
\r
693 if(self.colormod_z > 1)
\r
694 self.colormod_z = 1;
\r
697 // set all vore stats
\r
698 Vore_SetSbarRings();
\r
699 if(self.fakepredator.classname == "player")
\r
700 self.stat_eaten = num_for_edict(self.fakepredator);
\r
701 else if(self.predator.classname == "player")
\r
703 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
704 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
705 self.stat_eaten = num_for_edict(self.predator);
\r
709 self.stat_stomachload = self.stomach_load;
\r
710 self.stat_digesting = self.digesting;
\r
711 self.stat_eaten = 0;
\r
713 self.stat_canleave = Vore_CanLeave();
\r
715 // don't allow a player inside a player inside another player :)
\r
716 // prevent this by checking if such has happened, and taking the proper measures
\r
717 // this code has a high priority and must not be stopped by any delay, so run it here
\r
718 if(self.predator.stat_eaten)
\r
720 entity target_predator, target_predator_predator, oldself;
\r
721 target_predator = self.predator;
\r
722 target_predator_predator = self.predator.predator;
\r
724 Vore_Regurgitate(self);
\r
726 // now steal our prey's prey if this probability applies
\r
727 if(random() < cvar("g_balance_vore_swallow_stealprey"))
\r
730 self = target_predator_predator;
\r
731 if(Swallow_condition_check(oldself))
\r
732 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
733 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
734 Vore_Swallow(oldself);
\r
739 // the swallow progress of prey and preds idly decrease by this amount
\r
740 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
742 if(self.swallow_progress_pred)
\r
744 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
745 if(self.swallow_progress_pred < 0)
\r
746 self.swallow_progress_pred = 0;
\r
748 if(self.swallow_progress_prey)
\r
750 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
751 if(self.swallow_progress_prey < 0)
\r
752 self.swallow_progress_prey = 0;
\r
756 // apply delays and skip the vore system under some circumstances
\r
757 if(!cvar("g_vore")) // the vore system is disabled
\r
762 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
767 if(self.spectatee_status)
\r
769 if(time < self.system_delay)
\r
772 // --------------------------------
\r
773 // Code that addresses predators:
\r
774 // --------------------------------
\r
777 prey = Swallow_player_check();
\r
779 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
780 self.stat_canswallow = 0;
\r
781 if(Swallow_condition_check(prey))
\r
783 // canswallow stat, used by the HUD
\r
784 if(teams_matter && prey.team == self.team)
\r
785 self.stat_canswallow = 2;
\r
787 self.stat_canswallow = 1;
\r
789 if(self.BUTTON_ATCK)
\r
790 Vore_SwallowStep(prey);
\r
792 else if(prey != world)
\r
793 self.stat_canswallow = -1;
\r
795 // toggle digestion, if the player has someone in their stomach
\r
796 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
798 if(self.stomach_load)
\r
800 if(time > self.digest_button_delay_time)
\r
802 self.digesting = !self.digesting;
\r
803 self.digest_button_delay_time = time + button_delay_time;
\r
806 else if(time > self.complain_vore)
\r
808 play2(self, "misc/forbidden.wav");
\r
809 sprint(self, "There is nothing to digest\n");
\r
810 self.complain_vore = time + complain_delay_time;
\r
813 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
814 self.digesting = FALSE;
\r
816 // predator wishes to regurgitate his prey
\r
817 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
819 if(self.stomach_load)
\r
821 if(time > self.regurgitate_button_delay_time)
\r
823 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
824 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
825 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
826 self.regurgitate_button_delay_time = time + button_delay_time;
\r
829 else if(time > self.complain_vore)
\r
831 play2(self, "misc/forbidden.wav");
\r
832 sprint(self, "There is nothing to regurgitate\n");
\r
833 self.complain_vore = time + complain_delay_time;
\r
837 if(cvar("g_vore_gurglesound"))
\r
838 Vore_GurgleSound();
\r
840 // --------------------------------
\r
841 // Code that addresses the prey:
\r
842 // --------------------------------
\r
844 Vore_SetPreyPositions();
\r
846 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
848 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)
\r
849 Vore_DeadPrey_Detach(self);
\r
851 if(!self.stat_eaten)
\r
854 if(self.deadflag != DEAD_NO)
\r
856 Vore_PreyRelease(self, FALSE);
\r
860 if(self.predator.deadflag != DEAD_NO)
\r
861 Vore_Regurgitate(self);
\r
862 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))
\r
863 Vore_Regurgitate(self);
\r
865 // apply delayed regurgitating if it was scheduled
\r
866 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
868 self.predator.regurgitate_prepare = 0;
\r
869 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
870 Vore_Regurgitate(self);
\r
873 // execute digesting and team healing
\r
874 if(self.predator.digesting == TRUE)
\r
876 if(teams_matter && self.team == self.predator.team)
\r
877 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
880 // execute prey commands
\r
881 if(self.BUTTON_ATCK)
\r
883 if(cvar("g_vore_kick"))
\r
884 Vore_StomachKick();
\r
887 self.kick_pressed = FALSE;
\r
888 if(self.BUTTON_JUMP)
\r
889 Vore_StomachLeave();
\r
891 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
892 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
893 kh_Key_DropAll(self, FALSE);
\r