Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
}\r
\r
+.float inithealth, initdmg;\r
+.float item_digestion_step;\r
void Item_Consumable_Remove(entity e, float regurgitate);\r
void Item_Consumable_Think()\r
{\r
Item_Consumable_Remove(self, TRUE);\r
return;\r
}\r
-\r
- if(self.predator.classname != "player")\r
+ if(self.predator.stat_eaten)\r
{\r
- // no longer a player, remove consumable items\r
+ // prey can't hold consumable items\r
Item_Consumable_Remove(self, TRUE);\r
return;\r
}\r
- if(self.predator.stat_eaten)\r
+\r
+ self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
+ self.dmg = self.initdmg * self.scale;\r
+ if(self.health <= 0)\r
{\r
- // prey can't hold consumable items\r
- Item_Consumable_Remove(self, TRUE);\r
+ // this item is done\r
+ Item_Consumable_Remove(self, FALSE);\r
return;\r
}\r
\r
- dprint("!!!!!!!!\n");\r
+ if(self.predator.digesting)\r
+ {\r
+ if(time > self.item_digestion_step)\r
+ {\r
+ // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
+ float damage, damage_offset;\r
+\r
+ damage_offset = 1;\r
+ if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+ damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
+ damage = cvar("g_balance_vore_digestion_damage_item") / damage_offset;\r
+\r
+ self.health -= damage;\r
+ if(self.predator.health + damage <= self.max_health)\r
+ self.predator.health += damage;\r
+ else if(self.predator.health < self.max_health)\r
+ self.predator.health = self.max_health;\r
+ self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
+\r
+ self.item_digestion_step = time + vore_steptime;\r
+ }\r
+\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
+ self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
+ }\r
+\r
self.nextthink = time;\r
}\r
\r
item.solid = SOLID_NOT;\r
setmodel(item, e.model);\r
item.health = e.health;\r
+ if(e.inithealth)\r
+ {\r
+ item.inithealth = e.inithealth;\r
+ item.initdmg = e.initdmg;\r
+ }\r
+ else\r
+ {\r
+ item.inithealth = e.health;\r
+ item.initdmg = e.dmg;\r
+ }\r
item.max_health = e.max_health;\r
- item.dmg = e.dmg;\r
\r
item.predator = pl;\r
item.aiment = pl;\r
item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
- item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
+ item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+ item.angles = randomvec() * 360;\r
\r
item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
item.think = Item_Consumable_Think;\r
item.nextthink = time;\r
\r
+ if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
+ item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
+\r
// predator effects, some common to those in Vore_Swallow\r
PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
pl.regurgitate_prepare = 0;\r
pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
- Vore_AutoDigest(pl);\r
+}\r
+\r
+void Item_DroppedConsumable_Touch()\r
+{\r
+ if(time < self.cnt)\r
+ return;\r
+\r
+ // give the consumable item to the player touching it\r
+ if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
+ {\r
+ Item_Consumable_Spawn(self, other);\r
+ remove(self);\r
+ self = world;\r
+ }\r
}\r
\r
void Item_DroppedConsumable_Spawn(entity e)\r
item.solid = SOLID_TRIGGER;\r
setmodel(item, e.model);\r
item.health = e.health;\r
+ item.inithealth = e.inithealth;\r
+ item.initdmg = e.initdmg;\r
item.max_health = e.max_health;\r
- item.dmg = e.dmg;\r
item.scale = e.scale;\r
item.colormod = e.colormod;\r
\r
setorigin(item, e.predator.origin);\r
- item.angles = e.angles;\r
+ item.angles_y = e.predator.angles_y;\r
makevectors(e.predator.v_angle);\r
item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
+\r
+ item.touch = Item_DroppedConsumable_Touch;\r
+ item.cnt = time + 1; // 1 second delay\r
+ SUB_SetFade(item, time + 20, 1);\r
}\r
\r
float Item_GiveTo(entity item, entity player)\r
if(item.dmg) // consumable item\r
{\r
if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
{\r
pickedup = TRUE;\r
Item_Consumable_Spawn(self, player);\r