]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_player.qc
Don't regurgitate fully digested prey silently by default
[voretournament/voretournament.git] / data / qcsrc / server / cl_player.qc
index 88020455cd82e0d970a3cf92ad8d94cdf20d5b95..e953ff7d4b41ecebbd10724d7ab70dc218112e67 100644 (file)
@@ -104,7 +104,7 @@ void WeaponStats_LogKill(float awep, float vwep)
 void CopyBody(float keepvelocity)\r
 {\r
        local entity oldself;\r
-       if (self.effects & EF_NODRAW)\r
+       if (self.effects & EF_NODRAW || self.alpha < 0)\r
                return;\r
        oldself = self;\r
        self = spawn();\r
@@ -112,6 +112,7 @@ void CopyBody(float keepvelocity)
        self.lip = oldself.lip;\r
        self.colormap = oldself.colormap;\r
        self.colormod = oldself.colormod;\r
+       self.glowmod = oldself.glowmod;\r
        self.iscreature = oldself.iscreature;\r
        self.angles = oldself.angles;\r
        self.avelocity = oldself.avelocity;\r
@@ -141,6 +142,7 @@ void CopyBody(float keepvelocity)
        self.solid = oldself.solid;\r
        self.takedamage = oldself.takedamage;\r
        self.think = oldself.think;\r
+       self.scale = oldself.scale;\r
        self.customizeentityforclient = oldself.customizeentityforclient;\r
        self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
        self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
@@ -243,7 +245,7 @@ void player_setupanimsformodel()
        self.anim_backright = '21 1 1';\r
        self.anim_backleft  = '22 1 1';\r
        animparseerror = FALSE;\r
-       animfilename = strcat(self.model, ".animinfo");\r
+       animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
        animfile = fopen(animfilename, FILE_READ);\r
        if (animfile >= 0)\r
        {\r
@@ -279,6 +281,7 @@ void player_setupanimsformodel()
        }\r
        else\r
                dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
+\r
        // reset animstate now\r
        setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
 };\r
@@ -305,7 +308,18 @@ void player_anim (void)
 \r
        if (!self.animstate_override)\r
        {\r
-               if (!(self.flags & FL_ONGROUND))\r
+               if(self.swallow_progress_pred)\r
+                       setanim(self, self.anim_duckjump, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
+               else if(self.swallow_progress_prey)\r
+                       setanim(self, self.anim_die2, FALSE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
+               else if(self.stat_eaten)\r
+               {\r
+                       if(self.BUTTON_ATCK || self.predator.digesting)\r
+                               setanim(self, self.anim_pain2, FALSE, TRUE, FALSE); // looks good for prey attacking the stomach or being digested\r
+                       else\r
+                               setanim(self, self.anim_jump, FALSE, TRUE, FALSE); // looks good for prey idling inside the stomach\r
+               }\r
+               else if (!(self.flags & FL_ONGROUND))\r
                {\r
                        if (self.crouch)\r
                                setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
@@ -347,12 +361,21 @@ void player_anim (void)
 \r
        if (self.weaponentity)\r
        if (!self.weaponentity.animstate_override)\r
-               setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
+       {\r
+               if(self.swallow_progress_pred)\r
+                       setanim(self.weaponentity, self.weaponentity.anim_fire2, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
+               else if(self.swallow_progress_prey)\r
+                       setanim(self.weaponentity, self.weaponentity.anim_reload, TRUE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
+               else if(self.stat_eaten && self.BUTTON_ATCK)\r
+                       setanim(self.weaponentity, self.weaponentity.anim_fire1, TRUE, FALSE, FALSE); // looks good for prey attacking the stomach\r
+               else\r
+                       setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
+       }\r
 }\r
 \r
-void SpawnThrownWeapon (vector org, float w)\r
+void SpawnThrownWeapon (vector org, float w, float doreduce)\r
 {\r
-       W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);\r
+       W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, doreduce);\r
 }\r
 \r
 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
@@ -388,24 +411,14 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
                self.armorvalue = self.armorvalue - save;\r
                self.health = self.health - take;\r
                // pause regeneration for 5 seconds\r
-               self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));\r
+               self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
+               self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
        }\r
        self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
        self.dmg_inflictor = inflictor;\r
 \r
-       if (self.health <= -75 && self.modelindex != 0)\r
-       {\r
-               // don't use any animations as a gib\r
-               self.frame = 0;\r
-               self.dead_frame = 0;\r
-               // view just above the floor\r
-               self.view_ofs = '0 0 4';\r
-\r
-               Violence_GibSplash(self, 1, 1, attacker);\r
-               self.modelindex = 0; // restore later\r
-               self.solid = SOLID_NOT; // restore later\r
-       }\r
+       PlayerGib(self, attacker);\r
 }\r
 \r
 void ClientKill_Now_TeamChange();\r
@@ -465,7 +478,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        self.armorvalue = self.armorvalue - save;\r
                        self.health = self.health - take;\r
                        // pause regeneration for 5 seconds\r
-                       self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));\r
+                       self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
+                       self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
 \r
                        if (time > self.pain_finished)          //Don't switch pain sequences like crazy\r
                        {\r
@@ -481,14 +495,17 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                        }\r
 \r
                                        if(sound_allowed(MSG_BROADCAST, attacker))\r
+                                       if(self.health > 1)\r
                                        {\r
-                                               if(self.health > 75) // TODO make a "gentle" version?\r
+                                               if(deathtype == DEATH_FALL)\r
+                                                       PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+                                               else if(self.health > 75) // TODO make a "gentle" version?\r
                                                        PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
                                                else if(self.health > 50)\r
                                                        PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
                                                else if(self.health > 25)\r
                                                        PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
-                                               else if(self.health > 1)\r
+                                               else\r
                                                        PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
                                        }\r
                                }\r
@@ -581,7 +598,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // clear selected player display\r
                ClearSelectedPlayer();\r
                // throw a weapon\r
-               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);\r
+               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, FALSE);\r
                // print an obituary message\r
                Obituary (attacker, inflictor, self, deathtype);\r
                race_PreDie();\r
@@ -602,19 +619,25 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                }\r
                // clear waypoints\r
                WaypointSprite_PlayerDead();\r
-               // make the corpse upright (not tilted)\r
-               self.angles_x = 0;\r
-               self.angles_z = 0;\r
-               // don't spin\r
-               self.avelocity = '0 0 0';\r
-               // view from the floor\r
-               self.view_ofs = '0 0 -8';\r
-               // toss the corpse\r
-               self.movetype = MOVETYPE_TOSS;\r
-               // shootable corpse\r
-               self.solid = SOLID_CORPSE;\r
-               // don't stick to the floor\r
-               self.flags &~= FL_ONGROUND;\r
+\r
+               // configure these properties if the dead body is not a prey\r
+               if(!self.stat_eaten)\r
+               {\r
+                       // make the corpse upright (not tilted)\r
+                       self.angles_x = 0;\r
+                       self.angles_z = 0;\r
+                       // don't spin\r
+                       self.avelocity = '0 0 0';\r
+                       // view from the floor\r
+                       self.view_ofs = '0 0 -8';\r
+                       // toss the corpse\r
+                       self.movetype = MOVETYPE_TOSS;\r
+                       // shootable corpse\r
+                       self.solid = SOLID_CORPSE;\r
+                       // don't stick to the floor\r
+                       self.flags &~= FL_ONGROUND;\r
+               }\r
+\r
                // dying animation\r
                self.deadflag = DEAD_DYING;\r
                // when to allow respawn\r
@@ -733,7 +756,6 @@ void ClearSelectedPlayer()
        }\r
 }\r
 \r
-.float dropweapon_check;\r
 void UpdateSelectedPlayer()\r
 {\r
        entity selected;\r
@@ -741,12 +763,12 @@ void UpdateSelectedPlayer()
        selected = world;\r
        selected_score = 0.95; // 18 degrees\r
 \r
-       if(self.eater.classname == "player")\r
+       if(self.stat_eaten)\r
        {\r
                if(!self.dropweapon_check)\r
-               if(self.eater.team != self.team) // don't disarm team mates when swallowing them\r
-               if(random() < cvar("g_vore_dropweapon"))\r
-                       SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);\r
+               if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
+               if(random() < cvar("g_balance_vore_swallow_dropweapon"))\r
+                       SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, TRUE);\r
                self.dropweapon_check = TRUE;\r
        }\r
        else\r
@@ -1199,10 +1221,12 @@ void UpdatePlayerSounds()
        LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
 }\r
 \r
-void GlobalSound(string sample, float chan, float voicetype)\r
+void GlobalSound(string sample, float chan, float voicetype, float vol)\r
 {\r
        float n;\r
        float tauntrand;\r
+       float vol_scale, vol_prey, vol_apply;\r
+       float pitch;\r
 \r
        if(sample == "")\r
                return;\r
@@ -1214,6 +1238,17 @@ void GlobalSound(string sample, float chan, float voicetype)
        else\r
                sample = strcat(argv(0), ".wav"); // randomization\r
 \r
+       // modified volume, used for attenuated (non-radio) voices\r
+       vol_scale = vol_prey = 1;\r
+       if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
+               vol_scale *= bound(0, pow(self.scale, cvar("g_healthsize_soundfactor")), 1);\r
+       if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
+               vol_prey *= bound(0, cvar("g_vore_soundocclusion"), 1);\r
+\r
+       // modified sound pitch, based on player scale\r
+       if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
+               pitch = pow(self.scale, -cvar("g_healthsize_pitch"));\r
+\r
        switch(voicetype)\r
        {\r
                case VOICETYPE_LASTATTACKER_ONLY:\r
@@ -1224,9 +1259,13 @@ void GlobalSound(string sample, float chan, float voicetype)
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
                                        {\r
                                                if(msg_entity.cvar_cl_voice_directional == 1)\r
-                                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
+                                               {\r
+                                                       vol_apply = vol;\r
+                                                       vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                                                       soundto(MSG_ONE, self, chan, sample, vol_apply, ATTN_MIN, pitch);\r
+                                               }\r
                                                else\r
-                                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
+                                                       soundto(MSG_ONE, self, chan, sample, vol, ATTN_NONE, pitch);\r
                                        }\r
                                }\r
                        break;\r
@@ -1238,13 +1277,17 @@ void GlobalSound(string sample, float chan, float voicetype)
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
                                        {\r
                                                if(msg_entity.cvar_cl_voice_directional == 1)\r
-                                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
+                                               {\r
+                                                       vol_apply = vol;\r
+                                                       vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                                                       soundto(MSG_ONE, self, chan, sample, vol_apply, ATTN_MIN, pitch);\r
+                                               }\r
                                                else\r
-                                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
+                                                       soundto(MSG_ONE, self, chan, sample, vol, ATTN_NONE, pitch);\r
                                        }\r
                                        msg_entity = self;\r
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
-                                               soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE, pitch);\r
                                }\r
                        break;\r
                case VOICETYPE_TEAMRADIO:\r
@@ -1252,9 +1295,13 @@ void GlobalSound(string sample, float chan, float voicetype)
                                if(!teams_matter || msg_entity.team == self.team)\r
                                {\r
                                        if(msg_entity.cvar_cl_voice_directional == 1)\r
-                                               soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
+                                       {\r
+                                               vol_apply = vol;\r
+                                               vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                                               soundto(MSG_ONE, self, chan, sample, vol_apply, ATTN_MIN, pitch);\r
+                                       }\r
                                        else\r
-                                               soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, chan, sample, vol, ATTN_NONE, pitch);\r
                                }\r
                        break;\r
                case VOICETYPE_AUTOTAUNT:\r
@@ -1269,9 +1316,13 @@ void GlobalSound(string sample, float chan, float voicetype)
                                if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
                                {\r
                                        if (msg_entity.cvar_cl_voice_directional >= 1)\r
-                                               soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
+                                       {\r
+                                               vol_apply = vol;\r
+                                               vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                                               soundto(MSG_ONE, self, chan, sample, vol_apply, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX), pitch);\r
+                                       }\r
                                        else\r
-                                               soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, chan, sample, vol, ATTN_NONE, pitch);\r
                                }\r
                        break;\r
                case VOICETYPE_TAUNT:\r
@@ -1285,16 +1336,26 @@ void GlobalSound(string sample, float chan, float voicetype)
                        FOR_EACH_REALCLIENT(msg_entity)\r
                        {\r
                                if (msg_entity.cvar_cl_voice_directional >= 1)\r
-                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
+                               {\r
+                                       vol_apply = vol;\r
+                                       vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                                       soundto(MSG_ONE, self, chan, sample, vol_apply, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX), pitch);\r
+                               }\r
                                else\r
-                                       soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
+                                       soundto(MSG_ONE, self, chan, sample, vol, ATTN_NONE, pitch);\r
                        }\r
                case VOICETYPE_PLAYERSOUND:\r
-                       sound(self, chan, sample, VOL_BASE, ATTN_NORM);\r
+                       FOR_EACH_REALCLIENT(msg_entity)\r
+                       {\r
+                               vol_apply = vol;\r
+                               vol_apply *= (self.predator != msg_entity.predator && self != msg_entity) ? vol_scale * vol_prey : vol_scale;\r
+                               soundto(MSG_ONE, self, chan, sample, vol_apply, ATTN_NORM, pitch);\r
+                       }\r
                        break;\r
                case VOICETYPE_GURGLE:\r
+                       // since players can't be prey and predators at the same time, we don't use the prey modifier for the gurgle sound volume\r
                        if(self.stomach_load)\r
-                               sound(self, chan, sample, VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit"), ATTN_NORM);\r
+                               sound7(self, chan, sample, bound(0, vol_scale * (self.stomach_load / self.stomach_maxload), 1), ATTN_NORM, pitch * 100, 0);\r
                        else\r
                                stopsound(self, chan);\r
                        break;\r
@@ -1307,8 +1368,13 @@ void GlobalSound(string sample, float chan, float voicetype)
 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)\r
 {\r
        string sample;\r
-       sample = player.samplefield;\r
-       GlobalSound(sample, chan, voicetype);\r
+       entity oldself;\r
+\r
+       oldself = self;\r
+       self = player;\r
+       sample = self.samplefield;\r
+       GlobalSound(sample, chan, voicetype, VOL_BASEVOICE);\r
+       self = oldself;\r
 }\r
 \r
 void VoiceMessage(string type, string msg)\r