Returns a valid one in doubt.\r
=============\r
*/\r
-string FallbackPlayerModel = "models/player/vixen.zym";\r
+string FallbackPlayerModel = "models/player/vixen.iqm";\r
string CheckPlayerModel(string plyermodel) {\r
if(strlen(plyermodel) < 4)\r
return FallbackPlayerModel;\r
if(other.predator == self)\r
{\r
Client_setmodel(stomachmodel);\r
+ self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
Client_setmodel(setmodel_state());\r
self.effects &~= EF_NODEPTHTEST;\r
if not(self.stat_eaten)\r
+ {\r
self.alpha = default_player_alpha;\r
+ if(cvar("g_vore_swallowfade"))\r
+ if not(other == self && !chase)\r
+ self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+ }\r
else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
{\r
self.alpha = default_player_alpha; // allow seeing neighboring prey\r
}\r
\r
Vore_Disconnect();\r
+ entity e;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we spectate\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
\r
kh_Key_DropAll(self, TRUE);\r
\r
self.health = -666;\r
self.takedamage = DAMAGE_NO;\r
self.solid = SOLID_NOT;\r
- self.movetype = MOVETYPE_NOCLIP;\r
+ self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
self.flags = FL_CLIENT | FL_NOTARGET;\r
self.armorvalue = 666;\r
self.effects = 0;\r
self.fixangle = TRUE;\r
self.crouch = FALSE;\r
\r
- self.view_ofs = PL_VIEW_OFS;\r
+ self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
setorigin (self, spot.origin);\r
- setsize (self, '0 0 0', '0 0 0');\r
+ setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
self.prevorigin = self.origin;\r
self.items = 0;\r
self.weapons = 0;\r
//void() ctf_playerchanged;\r
void PutClientInServer (void)\r
{\r
+ entity e;\r
+\r
if(clienttype(self) == CLIENTTYPE_BOT)\r
{\r
self.classname = "player";\r
\r
Vore_Disconnect();\r
self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we respawn\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, FALSE);\r
+ }\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
\r
self.angles_z = 0; // never spawn tilted even if the spot says to\r
self.fixangle = TRUE; // turn this way immediately\r
+ self.leanangle_damage_force = '0 0 0';\r
self.velocity = '0 0 0';\r
self.avelocity = '0 0 0';\r
self.punchangle = '0 0 0';\r
weapon_action(j, WR_RESETPLAYER);\r
\r
// all weapons must be fully loaded when we spawn\r
- entity e;\r
e = get_weaponinfo(j);\r
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
}\r
\r
oldself = self;\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
WriteShort(MSG_ENTITY, cvar("g_vore"));\r
- WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
+ if(cvar("g_healthsize"))\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
+ else\r
+ WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
\r
teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
WriteCoord(MSG_ENTITY, teamheal_max);\r
\r
+ WriteShort(MSG_ENTITY, cvar("g_power"));\r
+ WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+ WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
+\r
return TRUE;\r
}\r
\r
}\r
\r
Vore_Disconnect();\r
+ entity e;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we disconnect\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
\r
CheatShutdownClient();\r
\r
self.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
+ self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
+ self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
self.stat_stomachload = spectatee.stat_stomachload;\r
self.stat_stomachmaxload = spectatee.stomach_maxload;\r
self.stat_digesting = spectatee.stat_digesting;\r
return vercmp_recursive(v1, v2);\r
}\r
\r
+.float last_alive_scale;\r
void SetPlayerSize()\r
{\r
if(!cvar("g_healthsize"))\r
- {\r
- self.scale = 0;\r
- return;\r
- }\r
- // don't scale dead players who aren't prey\r
- if(!self.stat_eaten && self.deadflag != DEAD_NO)\r
return;\r
\r
- // change player scale based on the amount of health we have\r
- self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
-\r
- // The following code sets the bounding box to match the player's size.\r
- // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
- // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
- // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
- if(self.crouch)\r
+ if(self.deadflag == DEAD_NO)\r
{\r
- //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
- if(!self.stat_eaten)\r
- self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ // change player scale based on the amount of health we have\r
+ self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
+\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
+ }\r
+\r
+ self.last_alive_scale = self.scale;\r
}\r
- else\r
+ else if(self.last_alive_scale)\r
{\r
- //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
- if(!self.stat_eaten)\r
- self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ // if the player is dead, use the last scale he had when he was alive\r
+ self.scale = self.last_alive_scale;\r
}\r
\r
- if(cvar("g_healthsize_vore_shrinkdeadprey") && cvar("g_balance_vore_digestion_limit") < 0)\r
- if(self.deadflag != DEAD_NO && self.stat_eaten)\r
+ if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
{\r
- // dead prey must shrink toward zero as they digest, until they reach digestion limit\r
- self.scale *= 1 - bound(0, (self.health / cvar("g_balance_vore_digestion_limit")) * cvar("g_healthsize_vore_shrinkdeadprey"), 1);\r
+ // dead players shrink to zero as they head toward the health limit\r
+ self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
}\r
\r
if(self.scale < 0.1)\r
\r
void ObserverThink()\r
{\r
+ float prefered_movetype;\r
if (self.flags & FL_JUMPRELEASED) {\r
if (self.BUTTON_JUMP && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
self.flags |= FL_SPAWNING;\r
} else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
if(SpectateNext() == 1) {\r
self.classname = "spectator";\r
}\r
+ } else {\r
+ prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+ if (self.movetype != prefered_movetype)\r
+ self.movetype = prefered_movetype;\r
}\r
} else {\r
if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
}\r
}\r
}\r
+\r
PrintWelcomeMessage(self);\r
}\r
\r
*/\r
void() ctf_setstatus;\r
.float items_added;\r
+.vector avg_vel;\r
+.float power_sounded;\r
void PlayerPreThink (void)\r
{\r
self.stat_game_starttime = game_starttime;\r
// core code for the vore system\r
Vore();\r
\r
+ // play power fail sound\r
+ if(self.armorvalue < cvar("g_power"))\r
+ {\r
+ if(!self.power_sounded)\r
+ {\r
+ sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
+ self.power_sounded = TRUE;\r
+ }\r
+ }\r
+ else\r
+ self.power_sounded = FALSE;\r
+\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
self.fixangle = TRUE;\r
}\r
\r
+ if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs\r
+ {\r
+ // lean the player with damage and acceleration\r
+ // credits go to divVerent for these maths :)\r
+ vector L0, L1, LF, LA;\r
+\r
+ LA = AnglesTransform_FromAngles(self.angles);\r
+\r
+ // acceleration leaning\r
+ if(cvar("g_leanplayer_acceleration"))\r
+ {\r
+ // average velocity to obtain a smooth acceleration\r
+ float f;\r
+ f = frametime * cvar("g_leanplayer_acceleration_fade");\r
+ self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
+ }\r
+\r
+ vector accel;\r
+ accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
+\r
+ // bound angles to the specified limit\r
+ accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
+ accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
+ accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
+\r
+ L0_x = vlen(accel) * -1;\r
+ L0_y = L1_y = vectoyaw(accel);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+ // end of acceleration leaning\r
+\r
+ // damage leaning\r
+ L0 = vectoangles(self.leanangle_damage_loc);\r
+ L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+\r
+ // fade the player back to normal rotation each frame\r
+ self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+ // end of damage leaning\r
+\r
+ self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
+ }\r
+\r
SetPlayerSize();\r
\r
if(frametime)\r
{\r
// set weapon and player glowmod\r
self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ if(self.armorvalue < cvar("g_power"))\r
+ self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
self.weaponentity_glowmod = self.glowmod;\r
}\r
\r