]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Put code in place for a "swallow model", which will be a model shown at the prey...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         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
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.stat_eaten)\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetPreyPositions()\r
100 {\r
101         // self is the predator and head is the prey\r
102 \r
103         local entity head;\r
104         local vector origin_apply;\r
105         local float position_counter;\r
106 \r
107         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
108         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
109         // For each player, the origin is updated, then a new origin is used for the next player.\r
110         // This requires that no more than 9 players may be in the stomach at a time!\r
111         FOR_EACH_PLAYER(head)\r
112         {\r
113                 if(head.predator == self)\r
114                 {\r
115                         switch(position_counter)\r
116                         {\r
117                                 case 0:\r
118                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
119                                         break;\r
120                                 case 1:\r
121                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
122                                         break;\r
123                                 case 2:\r
124                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
125                                         break;\r
126                                 case 3:\r
127                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
128                                         break;\r
129                                 case 4:\r
130                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
131                                         break;\r
132                                 case 5:\r
133                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
134                                         break;\r
135                                 case 6:\r
136                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
137                                         break;\r
138                                 case 7:\r
139                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
140                                         break;\r
141                                 case 8:\r
142                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
143                                         break;\r
144                                 default:\r
145                                         break;\r
146                         }\r
147 \r
148                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
149                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
150                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
151 \r
152                         // change prey height based on scale\r
153                         float prey_height;\r
154                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
155                         head.view_ofs_z += prey_height;\r
156 \r
157                         position_counter += 1;\r
158                 }\r
159         }\r
160 }\r
161 \r
162 .float gurgle_oldstomachload;\r
163 void Vore_GurgleSound()\r
164 {\r
165         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
166         {\r
167                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
168 \r
169                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
170                 self.gurgle_oldstomachload = self.stomach_load;\r
171         }\r
172 }\r
173 \r
174 void Vore_WeightApply(entity e)\r
175 {\r
176         // apply stomach weight that makes you heavier the more you eat\r
177         // slowing the player is done in cl_physics.qc\r
178 \r
179         if(e.stomach_load != e.vore_oldstomachload)\r
180                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
181         if(e.gravity == 0)\r
182                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
183         e.vore_oldstomachload = e.stomach_load;\r
184 }\r
185 \r
186 void Vore_AutoDigest(entity e)\r
187 {\r
188         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
189 \r
190         if(!cvar("g_vore_digestion") || e.digesting)\r
191                 return;\r
192         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
193                 return; // this feature is only for players, not bots\r
194         if(e.stomach_load > 1)\r
195                 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
196         if(Stomach_TeamMates_check(e))\r
197                 return; // never begin automatic digestion if we've swallowed a team mate\r
198 \r
199         e.digesting = TRUE;\r
200 }\r
201 \r
202 void Vore_SwallowModel_Think()\r
203 {\r
204         //update the necessary angles to match our view\r
205         self.angles_x = self.owner.angles_x;\r
206 \r
207         // if our swallow progress is gone, the swallow model must also go\r
208         if(!self.owner.swallow_progress_prey)\r
209         {\r
210                 self.nextthink = 0;\r
211                 remove(self);\r
212                 self = world;\r
213                 return;\r
214         }\r
215 \r
216         self.nextthink = time;\r
217 }\r
218 \r
219 .entity swallow_model;\r
220 void Vore_SwallowModel_Spawn(entity prey)\r
221 {\r
222         entity e;\r
223         e = spawn();\r
224         \r
225         e.movetype = MOVETYPE_FOLLOW;\r
226         e.solid = SOLID_NOT;\r
227         e.alpha = prey.cvar_cl_vore_stomachmodel;\r
228 \r
229         // apply the properties of the predator\r
230         setmodel(e, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
231         //e.skin = self.skin;\r
232         e.scale = self.scale;\r
233 \r
234         // apply the properties of the prey\r
235         e.angles_x = prey.angles_x;\r
236         e.aiment = prey;\r
237         e.origin += prey.view_ofs;\r
238 \r
239         e.owner = prey; // owned by the prey\r
240         e.enemy = self; // enemy is the predator\r
241         e.think = Vore_SwallowModel_Think;\r
242         e.nextthink = time;\r
243 }\r
244 \r
245 .entity pusher;\r
246 .float pushltime;\r
247 void Vore_Swallow(entity e)\r
248 {\r
249         // this player is being swallowed by another player, apply the proper changes\r
250 \r
251         e.vore_oldmovetype = e.movetype;\r
252         e.vore_oldsolid = e.solid;\r
253 \r
254         e.predator = self;\r
255         setorigin(e, e.predator.origin);\r
256         e.velocity = '0 0 0';\r
257         e.movetype = MOVETYPE_FOLLOW;\r
258         e.solid = SOLID_NOT;\r
259         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
260 \r
261         // drop keys (KH) and flags (CTF) when we get swallowed\r
262         kh_Key_DropAll(e, FALSE);\r
263         if(e.flagcarried)\r
264                 DropFlag(e.flagcarried, world, e.predator);\r
265 \r
266         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
267                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
268 \r
269         if(teams_matter && e.team == e.predator.team)\r
270         {\r
271                 if(cvar("g_vore_kick"))\r
272                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
273                 if(cvar("g_vore_digestion"))\r
274                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
275         }\r
276 \r
277         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
278         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
279         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
280         e.predator.stomach_load += 1;\r
281         e.predator.regurgitate_prepare = 0;\r
282         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
283         Vore_WeightApply(e.predator);\r
284         Vore_AutoDigest(e.predator);\r
285 \r
286         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
287         e.predator.weapon_delay = time + button_delay_time;\r
288         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
289         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
290         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
291 }\r
292 \r
293 void Vore_SwallowStep(entity e)\r
294 {\r
295         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
296         {\r
297                 Vore_Swallow(e);\r
298                 return;\r
299         }\r
300 \r
301         // if the predator swallowing me has changed, remove the swallow model\r
302         if(e.swallow_model && e.swallow_model.enemy != self)\r
303         {\r
304                 e.swallow_model.nextthink = 0;\r
305                 remove(e.swallow_model);\r
306                 e.swallow_model = world;\r
307         }\r
308         //set the swallow model for the prey\r
309         if(!e.swallow_model)\r
310                 Vore_SwallowModel_Spawn(e);\r
311 \r
312         // increase the progress value until it reaches 1, then swallow the player\r
313         if(e.swallow_progress_prey < 1)\r
314         {\r
315                 float fill;\r
316                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
317                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
318                         fill *= (self.scale / e.scale);\r
319                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
320                         fill /= e.stomach_load;\r
321 \r
322                 e.swallow_progress_prey += fill;\r
323         }\r
324         else\r
325         {\r
326                 Vore_Swallow(e);\r
327                 e.swallow_progress_prey = 0;\r
328         }\r
329 \r
330         // the predator's progress is how much the prey got swallowed\r
331         self.swallow_progress_pred = e.swallow_progress_prey;\r
332 }\r
333 \r
334 void Vore_Regurgitate(entity e)\r
335 {\r
336         // this player is being regurgitated by their predator, apply the proper changes\r
337 \r
338         e.movetype = e.vore_oldmovetype;\r
339         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
340                 e.solid = e.vore_oldsolid;\r
341         e.view_ofs_z = PL_VIEW_OFS_z;\r
342 \r
343         // apply velocities\r
344         local vector oldforward, oldright, oldup;\r
345         oldforward = v_forward;\r
346         oldright = v_right;\r
347         oldup = v_up;\r
348         makevectors(e.predator.v_angle);\r
349         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
350         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
351         v_forward = oldforward;\r
352         v_right = oldright;\r
353         v_up = oldup;\r
354 \r
355         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
356         e.pushltime = time + cvar("g_maxpushtime");\r
357 \r
358         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
359         if(cvar("g_balance_vore_swallow_speed_fill"))\r
360                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
361 \r
362         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
363         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
364         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
365         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
366         e.predator.stomach_load -= 1;\r
367         e.predator.regurgitate_prepare = 0;\r
368         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
369         Vore_WeightApply(e.predator);\r
370 \r
371         // block firing for a small amount of time, or we'll be firing the next frame\r
372         e.weapon_delay = time + button_delay_time;\r
373         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
374         e.predator = world;\r
375 }\r
376 \r
377 void Vore_DeadPrey_Configure(entity e)\r
378 {\r
379         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
380 \r
381         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
382                 return;\r
383 \r
384         // this entity is like e.predator but for dead prey, to avoid conflicts\r
385         e.fakepredator = e.predator;\r
386         e.fakeprey = TRUE;\r
387 \r
388         // first release the prey from the predator, as dead prey needs to be attached differently\r
389         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
390         e.predator.stomach_load -= 1;\r
391         Vore_WeightApply(e.predator);\r
392         e.predator = world;\r
393 \r
394         // now put our dead prey inside the predator's stomach, but only as an effect\r
395         e.movetype = MOVETYPE_FOLLOW;\r
396         e.takedamage = DAMAGE_NO;\r
397         e.solid = SOLID_NOT;\r
398         e.aiment = e.fakepredator;\r
399 }\r
400 \r
401 void Vore_DeadPrey_Detach(entity e)\r
402 {\r
403         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
404         // should only execute after Vore_DeadPrey_Configure has ran first\r
405 \r
406         if not(cvar("g_vore_keepdeadprey"))\r
407                 return;\r
408 \r
409         e.fakepredator = world;\r
410         e.fakeprey = TRUE; // keep fakeprey status\r
411         e.stat_eaten = 0;\r
412         e.aiment = world;\r
413         e.movetype = MOVETYPE_TOSS;\r
414 }\r
415 \r
416 void Vore_PreyRelease(entity e, float pred_disconnect)\r
417 {\r
418         if(pred_disconnect)\r
419         {\r
420                 if(e.fakeprey)\r
421                         Vore_DeadPrey_Detach(e);\r
422                 else\r
423                         Vore_Regurgitate(e);\r
424         }\r
425         else if(self.stat_eaten && !self.fakeprey)\r
426         {\r
427                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
428                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
429                         Vore_DeadPrey_Configure(e);\r
430                 else\r
431                         Vore_Regurgitate(e);\r
432         }\r
433 }\r
434 \r
435 void Vore_Disconnect()\r
436 {\r
437         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
438 \r
439         // prey disconnects or goes spectating while inside someone's belly\r
440         if(self.stat_eaten)\r
441                 Vore_PreyRelease(self, TRUE);\r
442 \r
443         // pred disconnects or goes spectating with players in their belly\r
444         entity head;\r
445         FOR_EACH_PLAYER(head)\r
446         {\r
447                 if(head.predator == self || head.fakepredator == self)\r
448                         Vore_PreyRelease(head, TRUE);\r
449         }\r
450         Vore_GurgleSound(); // stop the gurgling sound\r
451 \r
452         self.stomach_load = self.gravity = 0; // prevents a bug\r
453 }\r
454 \r
455 .float digestion_step;\r
456 void Vore_Digest()\r
457 {\r
458         // apply digestion to prey\r
459 \r
460         if(time > self.digestion_step)\r
461         {\r
462                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
463                 float reduce;\r
464                 if(cvar("g_balance_vore_digestion_distribute"))\r
465                         reduce = self.predator.stomach_load;\r
466                 else\r
467                         reduce = 1;\r
468 \r
469                 float damage;\r
470                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
471 \r
472                 // apply player scale to digestion damage\r
473                 if(cvar("g_balance_vore_digestion_scalediff"))\r
474                         damage *= (self.predator.scale / self.scale);\r
475 \r
476                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
477                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
478                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
479 \r
480                 if (self.predator.digestsound_finished < time)\r
481                 {\r
482                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
483                         self.predator.digestsound_finished = time + 0.5;\r
484                 }\r
485                 self.digestion_step = time + steptime;\r
486         }\r
487 \r
488         if(self.deadflag != DEAD_NO)\r
489         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
490                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
491 }\r
492 \r
493 .float teamheal_step;\r
494 void Vore_Teamheal()\r
495 {\r
496         // apply teamheal\r
497 \r
498         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
499         if(time > self.teamheal_step)\r
500         {\r
501                 self.health += cvar("g_balance_vore_teamheal");\r
502                 self.teamheal_step = time + steptime;\r
503 \r
504                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
505                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
506                 {\r
507                         play2(self, "misc/beep.wav");\r
508                         play2(self.predator, "misc/beep.wav");\r
509                 }\r
510         }\r
511 }\r
512 \r
513 void Vore_StomachKick()\r
514 {\r
515         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
516 \r
517         if(time > self.stomachkick_delay)\r
518         {\r
519                 float damage;\r
520                 vector force;\r
521                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
522                 force = v_forward * cvar("g_balance_vore_kick_force");\r
523 \r
524                 // apply player scale to the damage / force of the kick\r
525                 if(cvar("g_balance_vore_kick_scalediff"))\r
526                 {\r
527                         damage *= (self.scale / self.predator.scale);\r
528                         force *= (self.scale / self.predator.scale);\r
529                 }\r
530 \r
531                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
532                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
533                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
534                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
535 \r
536                 // abort the predator's scheduled regurgitation\r
537                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
538                         self.predator.regurgitate_prepare = 0;\r
539 \r
540                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
541         }\r
542 }\r
543 \r
544 void Vore_StomachLeave()\r
545 {\r
546         // allows players to get out of their predator at will in some circumstances, such as team mates\r
547 \r
548         if(Vore_CanLeave())\r
549                 Vore_Regurgitate(self);\r
550         else if(time > self.complain_vore)\r
551         {\r
552                 play2(self, "misc/forbidden.wav");\r
553                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
554                 self.complain_vore = time + complain_delay_time;\r
555         }\r
556 }\r
557 \r
558 void Vore_AutoTaunt()\r
559 {\r
560         // triggers ambient vore taunts, for both pred and prey\r
561 \r
562         float taunt_time;\r
563 \r
564         // predator taunts\r
565         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
566         {\r
567                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
568                 {\r
569                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
570                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
571                 }\r
572         }\r
573         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
574         {\r
575                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
576                 SetAutoTaunt(self, 0, 0);\r
577         }\r
578 \r
579         // prey taunts\r
580         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
581         {\r
582                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
583                 {\r
584                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
585                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
586                 }\r
587         }\r
588         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
589         {\r
590                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
591                 SetAutoTaunt(self, 0, 0);\r
592         }\r
593 }\r
594 \r
595 void Vore_SetSbarRings()\r
596 {\r
597         // first clear the ring stats, then configure them if needed\r
598         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
599         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
600 \r
601         if(self.stat_eaten)\r
602         {\r
603                 if(time <= self.stomachkick_delay)\r
604                 {\r
605                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
606                         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
607                 }\r
608         }\r
609         else\r
610         {\r
611                 if(self.swallow_progress_pred)\r
612                 {\r
613                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
614                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
615                 }\r
616                 else if(time <= self.action_delay)\r
617                 {\r
618                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
619                         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
620                 }\r
621 \r
622                 if(self.swallow_progress_prey)\r
623                 {\r
624                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
625                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
626                 }\r
627                 else if(time <= self.regurgitate_prepare)\r
628                 {\r
629                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
630                         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
631                 }\r
632         }\r
633 }\r
634 \r
635 void Vore()\r
636 {\r
637         // main vore code, this is where it all happens\r
638 \r
639         if(!cvar("g_vore")) // the vore system is disabled\r
640         {\r
641                 Vore_Disconnect();\r
642                 return;\r
643         }\r
644 \r
645         Vore_AutoTaunt();\r
646 \r
647         // wash the goo away from players once they leave the stomach\r
648         if(!self.stat_eaten)\r
649         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
650         if(self.colormod)\r
651         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
652         {\r
653                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
654                 if(self.colormod_x > 1)\r
655                         self.colormod_x = 1;\r
656                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
657                 if(self.colormod_y > 1)\r
658                         self.colormod_y = 1;\r
659                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
660                 if(self.colormod_z > 1)\r
661                         self.colormod_z = 1;\r
662         }\r
663 \r
664         // set all vore stats\r
665         Vore_SetSbarRings();\r
666         if(self.fakepredator.classname == "player")\r
667                 self.stat_eaten = num_for_edict(self.fakepredator);\r
668         else if(self.predator.classname == "player")\r
669         {\r
670                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
671                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
672                 self.stat_eaten = num_for_edict(self.predator);\r
673         }\r
674         else\r
675         {\r
676                 self.stat_stomachload = self.stomach_load;\r
677                 self.stat_digesting = self.digesting;\r
678                 self.stat_eaten = 0;\r
679         }\r
680         self.stat_canleave = Vore_CanLeave();\r
681 \r
682         // don't allow a player inside a player inside another player :)\r
683         // prevent this by checking if such has happened, and taking the proper measures\r
684         // this code has a high priority and must not be stopped by any delay, so run it here\r
685         if(self.predator.stat_eaten)\r
686         {\r
687                 entity target_predator, target_predator_predator, oldself;\r
688                 target_predator = self.predator;\r
689                 target_predator_predator = self.predator.predator;\r
690 \r
691                 Vore_Regurgitate(self);\r
692 \r
693                 // now steal our prey's prey if this probability applies\r
694                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
695                 {\r
696                         oldself = self;\r
697                         self = target_predator_predator;\r
698                         if(Swallow_condition_check(oldself))\r
699                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
700                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
701                                 Vore_Swallow(oldself);\r
702                         self = oldself;\r
703                 }\r
704         }\r
705 \r
706         // the swallow progress of prey and preds idly decrease by this amount\r
707         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
708         {\r
709                 if(self.swallow_progress_pred)\r
710                 {\r
711                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
712                         if(self.swallow_progress_pred < 0)\r
713                                 self.swallow_progress_pred = 0;\r
714                 }\r
715                 if(self.swallow_progress_prey)\r
716                 {\r
717                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
718                         if(self.swallow_progress_prey < 0)\r
719                                 self.swallow_progress_prey = 0;\r
720                 }\r
721         }\r
722 \r
723         // apply delays and skip the vore system under some circumstances\r
724         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
725         {\r
726                 Vore_Disconnect();\r
727                 return;\r
728         }\r
729         if(self.spectatee_status)\r
730                 return;\r
731         if(time < self.system_delay)\r
732                 return;\r
733 \r
734 // --------------------------------\r
735 // Code that addresses predators:\r
736 // --------------------------------\r
737 \r
738         entity prey;\r
739         prey = Swallow_player_check();\r
740 \r
741         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
742         self.stat_canswallow = 0;\r
743         if(Swallow_condition_check(prey))\r
744         {\r
745                 // canswallow stat, used by the HUD\r
746                 if(teams_matter && prey.team == self.team)\r
747                         self.stat_canswallow = 2;\r
748                 else\r
749                         self.stat_canswallow = 1;\r
750 \r
751                 if(self.BUTTON_ATCK)\r
752                         Vore_SwallowStep(prey);\r
753         }\r
754         else if(prey != world)\r
755                 self.stat_canswallow = -1;\r
756 \r
757         // toggle digestion, if the player has someone in their stomach\r
758         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
759         {\r
760                 if(self.stomach_load)\r
761                 {\r
762                         if(time > self.digest_button_delay_time)\r
763                         {\r
764                                 self.digesting = !self.digesting;\r
765                                 self.digest_button_delay_time = time + button_delay_time;\r
766                         }\r
767                 }\r
768                 else if(time > self.complain_vore)\r
769                 {\r
770                         play2(self, "misc/forbidden.wav");\r
771                         sprint(self, "There is nothing to digest\n");\r
772                         self.complain_vore = time + complain_delay_time;\r
773                 }\r
774         }\r
775         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
776                 self.digesting = FALSE;\r
777 \r
778         // predator wishes to regurgitate his prey\r
779         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
780         {\r
781                 if(self.stomach_load)\r
782                 {\r
783                         if(time > self.regurgitate_button_delay_time)\r
784                         {\r
785                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
786                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
787                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
788                         }\r
789                 }\r
790                 else if(time > self.complain_vore)\r
791                 {\r
792                         play2(self, "misc/forbidden.wav");\r
793                         sprint(self, "There is nothing to regurgitate\n");\r
794                         self.complain_vore = time + complain_delay_time;\r
795                 }\r
796         }\r
797 \r
798         if(cvar("g_vore_gurglesound"))\r
799                 Vore_GurgleSound();\r
800 \r
801 // --------------------------------\r
802 // Code that addresses the prey:\r
803 // --------------------------------\r
804 \r
805         Vore_SetPreyPositions();\r
806 \r
807         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
808         if(self.fakeprey)\r
809         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
810                 Vore_DeadPrey_Detach(self);\r
811 \r
812         if(!self.stat_eaten)\r
813                 return;\r
814 \r
815         if(self.deadflag != DEAD_NO)\r
816         {\r
817                 Vore_PreyRelease(self, FALSE);\r
818                 return;\r
819         }\r
820 \r
821         if(self.predator.deadflag != DEAD_NO)\r
822                 Vore_Regurgitate(self);\r
823         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
824                 Vore_Regurgitate(self);\r
825 \r
826         // apply delayed regurgitating if it was scheduled\r
827         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
828         {\r
829                 self.predator.regurgitate_prepare = 0;\r
830                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
831                 Vore_Regurgitate(self);\r
832         }\r
833 \r
834         // execute digesting and team healing\r
835         if(self.predator.digesting == TRUE)\r
836                 Vore_Digest();\r
837         if(teams_matter && self.team == self.predator.team)\r
838         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
839                 Vore_Teamheal();\r
840 \r
841         // execute prey commands\r
842         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
843                 Vore_StomachKick();\r
844         if(self.BUTTON_JUMP)\r
845                 Vore_StomachLeave();\r
846 \r
847         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
848         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
849         kh_Key_DropAll(self, FALSE);\r
850 }