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1 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
2 .float complain_vore;\r
3 .float vore_oldmovetype, vore_oldsolid;\r
4 \r
5 const float system_delay_time = 0.1;\r
6 const float complain_delay_time = 1;\r
7 const float button_delay_time = 0.5;\r
8 \r
9 entity Swallow_player_check()\r
10 {\r
11         // check if we can swallow a player instead of firing our weapon\r
12 \r
13         float swallow_range;\r
14         vector vore_w_shotorg, vore_w_shotdir;\r
15 \r
16         swallow_range = cvar("g_balance_vore_swallow_range");\r
17         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
18                 swallow_range *= self.scale;\r
19         makevectors(self.angles);\r
20         vore_w_shotorg = self.origin;\r
21         vore_w_shotdir = v_forward;\r
22 \r
23         if(self.antilag_debug)\r
24                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
25         else\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
27         if(trace_fraction < 1)\r
28         if(trace_ent.classname == "player")\r
29                 return trace_ent;\r
30         return world;\r
31 }\r
32 \r
33 float Swallow_condition_check(entity prey)\r
34 {\r
35         // checks the necessary conditions for swallowing a player\r
36 \r
37         if(prey != self)\r
38         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
39         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
40         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
41         {\r
42                 float prey_mass;\r
43                 prey_mass = cvar("g_balance_vore_load_prey_mass");\r
44                 if(cvar("g_healthsize"))\r
45                         prey_mass *= prey.scale;\r
46 \r
47                 string swallow_complain;\r
48                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
49                         swallow_complain = "You cannot swallow your team mates\n";\r
50                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
51                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
52                 else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
53                         swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
54                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
55                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
56                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
57                         swallow_complain = "You cannot swallow someone larger than you\n";\r
58 \r
59                 if(swallow_complain != "")\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, swallow_complain);\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69                 return TRUE;\r
70         }\r
71         return FALSE;\r
72 }\r
73 \r
74 float Stomach_TeamMates_check(entity pred)\r
75 {\r
76         // checks if a player's stomach contains any team mates\r
77 \r
78         entity head;\r
79         if(teams_matter)\r
80         {\r
81                 FOR_EACH_PLAYER(head)\r
82                 {\r
83                         if(head.predator == pred && head.team == pred.team)\r
84                                 return TRUE;\r
85                 }\r
86         }\r
87         return FALSE;\r
88 }\r
89 \r
90 float Stomach_HasLivePrey(entity pred)\r
91 {\r
92         entity head;\r
93         FOR_EACH_PLAYER(head)\r
94         {\r
95                 if(head.predator == pred)\r
96                 if(head.deadflag == DEAD_NO)\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 float Vore_CanLeave()\r
103 {\r
104         if(self.stat_eaten)\r
105         {\r
106                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
107                         return TRUE;\r
108                 if(teams_matter && self.team == self.predator.team)\r
109                         return TRUE;\r
110                 if(g_rpg && cvar("g_rpg_canleave"))\r
111                         return TRUE;\r
112         }\r
113         return FALSE;\r
114 }\r
115 \r
116 // position the camera properly for prey\r
117 void Vore_SetPreyPositions(entity pred)\r
118 {\r
119         // pred is the predator and head is the prey\r
120 \r
121         local entity head;\r
122 \r
123         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
124         // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
125         FOR_EACH_PLAYER(head)\r
126         {\r
127                 if(head.predator == pred)\r
128                 {\r
129                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
130                         head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
131                         head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
132                         head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
133                 }\r
134         }\r
135 }\r
136 \r
137 .float gurgle_oldstomachload;\r
138 void Vore_GurgleSound()\r
139 {\r
140         if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))\r
141         {\r
142                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE);\r
143 \r
144                 // yes, hard coded sound length. I know it's bad but what can I do?\r
145                 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
146                         self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale\r
147                 else\r
148                         self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
149 \r
150                 self.gurgle_oldstomachload = self.stomach_load;\r
151         }\r
152 }\r
153 \r
154 void Vore_AutoDigest(entity e)\r
155 {\r
156         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
157 \r
158         if(!cvar("g_vore_digestion") || e.digesting)\r
159                 return;\r
160         if(g_rpg)\r
161                 return; // RPG is choice based, so don't do things automatically there\r
162         if(e.stomach_load)\r
163                 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
164         if(clienttype(e) != CLIENTTYPE_REAL)\r
165                 return; // this feature is only for players, not bots\r
166         if(Stomach_TeamMates_check(e))\r
167                 return; // never begin automatic digestion if we've swallowed a team mate\r
168 \r
169         e.digesting = TRUE;\r
170 }\r
171 \r
172 void Vore_StomachLoad_Apply()\r
173 {\r
174         // apply stomach weight that makes you heavier and larger the more you eat\r
175         // slowing the player is done in cl_physics.qc\r
176         if(self.classname != "player")\r
177                 return;\r
178 \r
179         entity e;\r
180         float prey_mass, final_load;\r
181 \r
182         // apply the stomach capacity of the predator\r
183         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
184         if(cvar("g_healthsize"))\r
185                 self.stomach_maxload *= self.scale;\r
186         self.stomach_maxload = ceil(self.stomach_maxload);\r
187 \r
188         FOR_EACH_PLAYER(e)\r
189         {\r
190                 if(e.predator == self)\r
191                 {\r
192                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
193                         if(cvar("g_healthsize"))\r
194                                 prey_mass *= e.scale;\r
195                         final_load += ceil(prey_mass);\r
196                         if(self.cvar_cl_vore_autodigest > 1)\r
197                                 Vore_AutoDigest(self);\r
198                 }\r
199         }\r
200         for(e = world; (e = find(e, classname, "consumable")); )\r
201         {\r
202                 if(e.predator == self)\r
203                 {\r
204                         final_load += ceil(e.dmg);\r
205                         if(self.cvar_cl_vore_autodigest > 0)\r
206                                 Vore_AutoDigest(self);\r
207                 }\r
208         }\r
209         self.stomach_load = final_load;\r
210 \r
211         // apply weight\r
212         self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
213         if(!self.gravity && self.stomach_load)\r
214                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
215 }\r
216 \r
217 .entity swallow_model;\r
218 float Vore_GulletModel_CustomizeEntityForClient()\r
219 {\r
220         // use the same system as the weapon model\r
221 \r
222         self.viewmodelforclient = self.owner;\r
223         self.alpha = self.owner.cvar_cl_vore_gulletmodel;\r
224 \r
225         if(other.classname == "spectator")\r
226         if(other.enemy == self.owner)\r
227         {\r
228                 self.viewmodelforclient = other;\r
229                 self.alpha = other.cvar_cl_vore_gulletmodel;\r
230         }\r
231 \r
232         return TRUE;\r
233 }\r
234 \r
235 void Vore_GulletModel_Think()\r
236 {\r
237         // update the position of the swallow model to match our swallow progress\r
238         float dist;\r
239         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
240         if(cvar("g_healthsize"))\r
241                 dist *= self.scale;\r
242         self.view_ofs = '1 0 0' * dist;\r
243 \r
244         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
245         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
246         {\r
247                 remove(self.owner.swallow_model);\r
248                 self.owner.swallow_model = world;\r
249                 return;\r
250         }\r
251 \r
252         // properties that should update whenever possible, but when the predator is not available\r
253         self.nextthink = time;\r
254 }\r
255 \r
256 void Vore_GulletModel_Update(entity prey, entity pred)\r
257 {\r
258         // if we don't have a swallow model already, spawn one\r
259         if(!prey.swallow_model)\r
260         {\r
261                 prey.swallow_model = spawn();\r
262                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
263                 prey.swallow_model.solid = SOLID_NOT;\r
264                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
265                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
266                 prey.swallow_model.owner = prey;\r
267                 prey.swallow_model.customizeentityforclient = Vore_GulletModel_CustomizeEntityForClient;\r
268                 prey.swallow_model.think = Vore_GulletModel_Think;\r
269                 prey.swallow_model.nextthink = time;\r
270         }\r
271 \r
272         // properties that should update whenever possible, but when the predator is available\r
273         string player_gulletmodel;\r
274         player_gulletmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_gullet.iqm"); // 4 is the extension length\r
275         if(prey.swallow_model.model != player_gulletmodel) // player model can be changed while the predator is active\r
276                 setmodel(prey.swallow_model, player_gulletmodel);\r
277         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
278                 prey.swallow_model.skin = pred.skin;\r
279         if(cvar("g_healthsize"))\r
280                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
281         if(prey.swallow_model.enemy != pred)\r
282                 prey.swallow_model.enemy = pred; // enemy is the predator\r
283         if(prey.swallow_model.colormap != pred.colormap)\r
284                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
285         if(prey.swallow_model.glowmod != pred.glowmod)\r
286                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
287 }\r
288 \r
289 .entity pusher;\r
290 .float pushltime;\r
291 void Vore_Swallow(entity e)\r
292 {\r
293         // this player is being swallowed by another player, apply the proper changes\r
294 \r
295         e.vore_oldmovetype = e.movetype;\r
296         e.vore_oldsolid = e.solid;\r
297         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
298 \r
299         e.predator = self;\r
300         setorigin(e, e.predator.origin);\r
301         e.velocity = '0 0 0';\r
302         e.punchangle = '0 0 0';\r
303         e.movetype = MOVETYPE_FOLLOW;\r
304         e.solid = SOLID_NOT;\r
305         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
306         e.swallow_progress_prey = e.swallow_progress_pred = 0;\r
307 \r
308         float scalediff;\r
309         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
310 \r
311         // drop keys (KH) and flags (CTF) when we get swallowed\r
312         kh_Key_DropAll(e, FALSE);\r
313         if(e.flagcarried)\r
314                 DropFlag(e.flagcarried, world, e.predator);\r
315 \r
316         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
317                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
318 \r
319         if(teams_matter && e.team == e.predator.team)\r
320         {\r
321                 if(cvar("g_vore_kick"))\r
322                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
323                 if(cvar("g_vore_digestion"))\r
324                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
325         }\r
326 \r
327         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
328         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
329         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
330         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
331         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
332         e.predator.regurgitate_prepare = 0;\r
333         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
334         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
335         e.predator.swallow_progress_prey = e.predator.swallow_progress_pred = 0; // this also resets the progress of any predator eating you if you eat him or someone else, it's better this way\r
336         Vore_SetPreyPositions(e.predator);\r
337 \r
338         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
339         e.predator.weapon_delay = time + button_delay_time;\r
340         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
341         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
342         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
343 }\r
344 \r
345 void Vore_SwallowStep(entity e)\r
346 {\r
347         if(!cvar("g_balance_vore_swallow_speed_fill_player"))\r
348         {\r
349                 Vore_Swallow(e);\r
350                 return;\r
351         }\r
352 \r
353         // when the predator starts swallowing, play his grab sound\r
354         if(!self.swallow_progress_pred)\r
355                 PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
356 \r
357         // apply prey orientation\r
358         if(cvar("g_balance_vore_swallow_prey_orient"))\r
359         {\r
360                 e.punchangle = self.angles - e.angles;\r
361                 e.punchangle_speed = cvar("g_balance_vore_swallow_prey_orient_speed");\r
362         }\r
363 \r
364         Vore_GulletModel_Update(e, self);\r
365 \r
366         // increase the progress value until it reaches 1, then swallow the player\r
367         if(e.swallow_progress_prey < 1)\r
368         {\r
369                 float fill;\r
370                 fill = cvar("g_balance_vore_swallow_speed_fill_player") * frametime;\r
371                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff_player")) // fill rate depends on predator size compared to prey size\r
372                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_player"));\r
373                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
374                         fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
375 \r
376                 // skill-based speed offset for bots\r
377                 if(skill && cvar("skill_offset"))\r
378                 {\r
379                         float ofs;\r
380                         ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset"));\r
381                         if(clienttype(self) == CLIENTTYPE_BOT)\r
382                                 fill *= ofs;\r
383                         if(clienttype(e) == CLIENTTYPE_BOT)\r
384                                 fill /= ofs;\r
385                 }\r
386 \r
387                 e.swallow_progress_prey += fill;\r
388         }\r
389         else\r
390         {\r
391                 Vore_Swallow(e);\r
392                 e.swallow_progress_prey = 0;\r
393         }\r
394 \r
395         // the predator's progress is how much the prey got swallowed\r
396         self.swallow_progress_pred = e.swallow_progress_prey;\r
397 }\r
398 \r
399 void Vore_Regurgitate(entity e)\r
400 {\r
401         // this player is being regurgitated by their predator, apply the proper changes\r
402 \r
403         e.movetype = e.vore_oldmovetype;\r
404         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
405                 e.solid = e.vore_oldsolid;\r
406         e.view_ofs_z = PL_VIEW_OFS_z;\r
407         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
408         //e.swallow_progress_prey = e.swallow_progress_pred = 0; // not really needed here\r
409 \r
410         // if the prey has been fully digested, silently detach them\r
411         if(cvar("g_balance_vore_regurgitate_death_silent"))\r
412         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
413         {\r
414                 e.predator = world;\r
415                 e.modelindex = 0; // hide the dead body\r
416                 return;\r
417         }\r
418 \r
419         float scalediff;\r
420         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
421 \r
422         // apply velocities\r
423         makevectors(e.predator.v_angle);\r
424         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
425         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
426         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
427         e.pushltime = time + cvar("g_maxpushtime");\r
428 \r
429         // apply prey orientation\r
430         if(cvar("g_balance_vore_swallow_prey_orient"))\r
431         {\r
432                 e.punchangle = e.predator.angles - e.angles;\r
433                 e.punchangle_speed = cvar("g_balance_vore_swallow_prey_orient_speed") * (1 - e.swallow_progress_prey);\r
434         }\r
435 \r
436         // if the dead body of the prey is below gibbing health, gib it\r
437         e.stat_eaten = 0; // necessary for gibs to show\r
438         PlayerGib(e, e.predator);\r
439 \r
440         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
441         if(cvar("g_balance_vore_swallow_speed_fill_player") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
442         {\r
443                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
444                 Vore_GulletModel_Update(e, e.predator);\r
445         }\r
446 \r
447         // apply regurgitation damage to the predator\r
448         if(cvar("g_balance_vore_regurgitate_damage"))\r
449         {\r
450                 float regurgitate_dmg;\r
451                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
452                 if(cvar("g_healthsize"))\r
453                         regurgitate_dmg *= e.scale / e.predator.scale;\r
454                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
455         }\r
456 \r
457         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
458         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
459         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
460         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
461         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
462         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
463         e.predator.regurgitate_prepare = 0;\r
464         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
465         e.predator.swallow_progress_prey = e.predator.swallow_progress_pred = 0; // this also resets the progress of any predator eating you if you regurgitate, it's better this way\r
466         Vore_SetPreyPositions(e.predator);\r
467 \r
468         // block firing for a small amount of time, or we'll be firing the next frame\r
469         e.weapon_delay = time + button_delay_time;\r
470         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
471         e.predator = world;\r
472 }\r
473 \r
474 void Vore_Disconnect(float consumables)\r
475 {\r
476         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
477         entity e;\r
478 \r
479         // prey disconnects or goes spectating while inside someone's belly\r
480         if(self.stat_eaten)\r
481                 Vore_Regurgitate(self);\r
482 \r
483         // pred disconnects or goes spectating with players in their belly\r
484         entity head;\r
485         FOR_EACH_PLAYER(head)\r
486         {\r
487                 if(head.predator == self)\r
488                         Vore_Regurgitate(head);\r
489         }\r
490         // remove consumable items when we disconnect\r
491         if(consumables)\r
492         {\r
493                 for(e = world; (e = find(e, classname, "consumable")); )\r
494                 {\r
495                         if(e.predator == self)\r
496                                 Item_Consumable_Remove(e, TRUE);\r
497                 }\r
498         }\r
499 \r
500         self.stomach_load = self.gravity = 0; // prevents a bug\r
501         Vore_GurgleSound(); // stop the gurgling sound\r
502 }\r
503 \r
504 .float digestion_step;\r
505 void Vore_Digest()\r
506 {\r
507         // apply digestion to prey\r
508 \r
509         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
510         {\r
511                 self.predator.digesting = FALSE;\r
512                 return;\r
513         }\r
514         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
515                 return;\r
516 \r
517         if(time > self.digestion_step)\r
518         {\r
519                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
520                 float damage, damage_offset;\r
521 \r
522                 damage_offset = 1;\r
523                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
524                         damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
525                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
526                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
527 \r
528                 if(self.deadflag != DEAD_NO)\r
529                         damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
530                 else\r
531                         damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
532 \r
533                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
534                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
535                 {\r
536                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
537                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
538                 }\r
539 \r
540                 self.digestion_step = time + vore_steptime;\r
541         }\r
542 \r
543         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
544                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
545 }\r
546 \r
547 .float teamheal_step;\r
548 void Vore_Teamheal()\r
549 {\r
550         // apply teamheal\r
551 \r
552         if(self.deadflag != DEAD_NO)\r
553                 return;\r
554 \r
555         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
556         if(time > self.teamheal_step)\r
557         {\r
558                 self.health += cvar("g_balance_vore_teamheal");\r
559                 self.teamheal_step = time + vore_steptime;\r
560 \r
561                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
562                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
563                 {\r
564                         play2(self, "misc/beep.wav");\r
565                         play2(self.predator, "misc/beep.wav");\r
566                 }\r
567         }\r
568 }\r
569 \r
570 .float kick_pressed;\r
571 void Vore_StomachKick()\r
572 {\r
573         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
574 \r
575         if(self.deadflag != DEAD_NO)\r
576                 return;\r
577 \r
578         float scalediff;\r
579         scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
580 \r
581         if(time > self.stomachkick_delay && !self.kick_pressed)\r
582         {\r
583                 float damage, vol, pitch;\r
584                 vector force;\r
585                 damage = cvar("g_balance_vore_kick_damage");\r
586                 force = v_forward * cvar("g_balance_vore_kick_force");\r
587                 vol = VOL_BASE;\r
588 \r
589                 // modified sound pitch, based on player scale\r
590                 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
591                         pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));\r
592 \r
593                 // apply player scale to the damage / force of the kick\r
594                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
595                 {\r
596                         damage *= scalediff;\r
597                         force *= scalediff;\r
598                         vol *= scalediff; // kick sound volume based on the same scale\r
599                 }\r
600                 vol = bound(0, vol, 1);\r
601 \r
602                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
603                 sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);\r
604                 self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
605                 self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
606                 self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
607                 self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
608                 self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
609                 self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
610 \r
611                 // abort the predator's scheduled regurgitation\r
612                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
613                         self.predator.regurgitate_prepare = 0;\r
614 \r
615                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
616                 if(cvar("g_balance_vore_kick_repress"))\r
617                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
618                         self.kick_pressed = TRUE;\r
619         }\r
620 }\r
621 \r
622 void Vore_StomachLeave()\r
623 {\r
624         // allows players to get out of their predator at will in some circumstances, such as team mates\r
625 \r
626         if(self.deadflag != DEAD_NO)\r
627                 return;\r
628 \r
629         if(Vore_CanLeave())\r
630                 Vore_Regurgitate(self);\r
631         else if(time > self.complain_vore)\r
632         {\r
633                 play2(self, "misc/forbidden.wav");\r
634                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
635                 self.complain_vore = time + complain_delay_time;\r
636         }\r
637 }\r
638 \r
639 void Vore_AutoTaunt()\r
640 {\r
641         // triggers ambient vore taunts, for both pred and prey\r
642 \r
643         float taunt_time;\r
644 \r
645         // predator taunts\r
646         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
647         {\r
648                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
649                 {\r
650                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
651                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
652                 }\r
653         }\r
654         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
655         {\r
656                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
657                 SetAutoTaunt(self, 0, 0);\r
658         }\r
659 \r
660         // prey taunts\r
661         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
662         {\r
663                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
664                 {\r
665                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
666                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
667                 }\r
668         }\r
669         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
670         {\r
671                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
672                 SetAutoTaunt(self, 0, 0);\r
673         }\r
674 }\r
675 \r
676 void Vore_SetSbarRings()\r
677 {\r
678         // first clear the ring stats, then configure them if needed\r
679         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
680         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
681 \r
682         if(self.stat_eaten)\r
683         {\r
684                 if(time <= self.stomachkick_delay)\r
685                 {\r
686                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
687                         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
688                 }\r
689         }\r
690         else\r
691         {\r
692                 if(self.swallow_progress_pred)\r
693                 {\r
694                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
695                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
696                 }\r
697                 else if(time <= self.action_delay)\r
698                 {\r
699                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
700                         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
701                 }\r
702 \r
703                 if(self.swallow_progress_prey)\r
704                 {\r
705                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
706                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
707                 }\r
708                 else if(time <= self.regurgitate_prepare)\r
709                 {\r
710                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
711                         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
712                 }\r
713         }\r
714 }\r
715 \r
716 .float regurgitatecolor_particles_tick;\r
717 void Vore()\r
718 {\r
719         // main vore code, this is where it all happens\r
720 \r
721         Vore_AutoTaunt();\r
722 \r
723         if(!self.stat_eaten)\r
724         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
725         if(self.colormod)\r
726         if(self.colormod != '1 1 1')\r
727         {\r
728                 // slowly wash stomach fluids off players once they're out of the stomach\r
729                 if(cvar("g_vore_regurgitatecolor_fade"))\r
730                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
731                 {\r
732                         float goo_fade;\r
733                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
734                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
735 \r
736                         self.colormod_x += goo_fade;\r
737                         if(self.colormod_x > 1)\r
738                                 self.colormod_x = 1;\r
739                         self.colormod_y += goo_fade;\r
740                         if(self.colormod_y > 1)\r
741                                 self.colormod_y = 1;\r
742                         self.colormod_z += goo_fade;\r
743                         if(self.colormod_z > 1)\r
744                                 self.colormod_z = 1;\r
745                 }\r
746 \r
747                 // constant particles falling off dirty players\r
748                 if(cvar("g_vore_regurgitatecolor_particles"))\r
749                 if(self.regurgitatecolor_particles_tick < time)\r
750                 {\r
751                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', floor((cvar("g_healthsize") ? self.scale : 1) * PARTICLE_MULTIPLIER));\r
752                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
753                 }\r
754         }\r
755 \r
756         // set all vore stats\r
757         Vore_SetSbarRings();\r
758         if(self.predator.classname == "player")\r
759         {\r
760                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
761                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
762                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
763                 self.stat_eaten = num_for_edict(self.predator);\r
764         }\r
765         else\r
766         {\r
767                 self.stat_stomachload = self.stomach_load;\r
768                 self.stat_stomachmaxload = self.stomach_maxload;\r
769                 self.stat_digesting = self.digesting;\r
770                 self.stat_eaten = 0;\r
771         }\r
772         self.stat_canleave = Vore_CanLeave();\r
773 \r
774         // don't allow a player inside a player inside another player :)\r
775         // prevent this by checking if such has happened, and taking the proper measures\r
776         // this code has a high priority and must not be stopped by any delay, so run it here\r
777         if(self.predator.stat_eaten)\r
778                 Vore_Regurgitate(self);\r
779 \r
780         // the swallow progress of prey and preds idly decrease by this amount\r
781         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
782         {\r
783                 if(self.swallow_progress_pred)\r
784                 {\r
785                         float speed = cvar("g_balance_vore_swallow_speed_decrease");\r
786                         if(cvar("g_balance_vore_swallow_speed_decrease_even"))\r
787                                 speed += self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_decrease_even");\r
788                         self.swallow_progress_pred = max(0, self.swallow_progress_pred - speed * frametime);\r
789                 }\r
790                 if(self.swallow_progress_prey)\r
791                 {\r
792                         float speed = cvar("g_balance_vore_swallow_speed_decrease");\r
793                         if(cvar("g_balance_vore_swallow_speed_decrease_even"))\r
794                                 speed += self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_decrease_even");\r
795                         self.swallow_progress_prey = max(0, self.swallow_progress_prey - cvar("g_balance_vore_swallow_speed_decrease") * frametime);\r
796                 }\r
797         }\r
798 \r
799         // set the predator's stomach load and capacity\r
800         Vore_StomachLoad_Apply();\r
801 \r
802         // apply delays and skip the vore system under some circumstances\r
803         if(!cvar("g_vore")) // the vore system is disabled\r
804         {\r
805                 Vore_Disconnect(TRUE);\r
806                 return;\r
807         }\r
808         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
809         {\r
810                 Vore_Disconnect(FALSE);\r
811                 return;\r
812         }\r
813         if(self.spectatee_status)\r
814                 return;\r
815         if(time < self.system_delay)\r
816                 return;\r
817 \r
818 // --------------------------------\r
819 // Code that addresses predators:\r
820 // --------------------------------\r
821 \r
822         entity prey;\r
823         prey = Swallow_player_check();\r
824 \r
825         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
826         self.stat_canswallow = 0;\r
827         if(Swallow_condition_check(prey))\r
828         {\r
829                 // canswallow stat, used by the HUD\r
830                 if(teams_matter && prey.team == self.team)\r
831                         self.stat_canswallow = 2;\r
832                 else\r
833                         self.stat_canswallow = 1;\r
834 \r
835                 if(self.BUTTON_ATCK)\r
836                         Vore_SwallowStep(prey);\r
837         }\r
838         else if(prey != world)\r
839                 self.stat_canswallow = -1;\r
840 \r
841         // toggle digestion, if the player has someone in their stomach\r
842         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
843         {\r
844                 if(self.stomach_load)\r
845                 {\r
846                         if(time > self.digest_button_delay_time)\r
847                         {\r
848                                 self.digesting = !self.digesting;\r
849                                 self.digest_button_delay_time = time + button_delay_time;\r
850                         }\r
851                 }\r
852                 else if(time > self.complain_vore)\r
853                 {\r
854                         play2(self, "misc/forbidden.wav");\r
855                         sprint(self, "There is nothing to digest\n");\r
856                         self.complain_vore = time + complain_delay_time;\r
857                 }\r
858         }\r
859         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
860                 self.digesting = FALSE;\r
861 \r
862         // predator wishes to regurgitate his prey\r
863         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
864         if(!self.regurgitate_prepare)\r
865         {\r
866                 if(self.stomach_load)\r
867                 {\r
868                         if(time > self.regurgitate_button_delay_time)\r
869                         {\r
870                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
871                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
872                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
873                                 self.punchangle_x = cvar("g_balance_vore_regurgitate_predator_prepare_punchangle");\r
874                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
875                         }\r
876                 }\r
877                 else if(time > self.complain_vore)\r
878                 {\r
879                         play2(self, "misc/forbidden.wav");\r
880                         sprint(self, "There is nothing to regurgitate\n");\r
881                         self.complain_vore = time + complain_delay_time;\r
882                 }\r
883         }\r
884 \r
885         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
886         {\r
887                 self.regurgitate_prepare = -1;\r
888                 return;\r
889         }\r
890         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
891         if(vlen(self.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_load / self.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
892         {\r
893                 self.regurgitate_prepare = -1;\r
894                 return;\r
895         }\r
896 \r
897         if (self.digesting && self.digestsound_finished < time)\r
898         {\r
899                 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
900                 self.digestsound_finished = time + 0.5;\r
901         }\r
902         if(cvar("g_vore_gurglesound"))\r
903                 Vore_GurgleSound();\r
904 \r
905 // --------------------------------\r
906 // Code that addresses the prey:\r
907 // --------------------------------\r
908 \r
909         if(!self.stat_eaten)\r
910                 return;\r
911 \r
912         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
913                 self.health = cvar("g_balance_vore_digestion_limit");\r
914 \r
915         // automatically regurgitate prey that has reached their digestion limit\r
916         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
917         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
918         {\r
919                 Vore_Regurgitate(self);\r
920                 return;\r
921         }\r
922 \r
923         // do we stick around inside dead furries? x_x\r
924         if(self.predator.deadflag != DEAD_NO)\r
925         {\r
926                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
927                 {\r
928                         Vore_Regurgitate(self);\r
929                         return;\r
930                 }\r
931                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
932                         self.predator.regurgitate_prepare = 0;\r
933         }\r
934 \r
935         // apply delayed regurgitating if it was scheduled\r
936         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
937         {\r
938                 Vore_Regurgitate(self);\r
939                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
940         }\r
941 \r
942         // execute digesting and team healing\r
943         if(self.predator.digesting == TRUE)\r
944                 Vore_Digest();\r
945         if(teams_matter && self.team == self.predator.team)\r
946         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
947                 Vore_Teamheal();\r
948 \r
949         // execute prey commands\r
950         if(self.BUTTON_ATCK)\r
951         {\r
952                 if(cvar("g_vore_kick"))\r
953                         Vore_StomachKick();\r
954         }\r
955         else\r
956                 self.kick_pressed = FALSE;\r
957         if(self.BUTTON_JUMP)\r
958                 Vore_StomachLeave();\r
959 \r
960         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
961         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
962         kh_Key_DropAll(self, FALSE);\r
963 \r
964         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
965         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
966 }\r