.float regurgitate_prepare;\r
-.float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
+.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\r
.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
\r
{\r
// check if we can swallow a player instead of firing our weapon\r
\r
+ float swallow_range;\r
vector vore_w_shotorg, vore_w_shotdir;\r
- vore_w_shotorg = self.origin + self.view_ofs;\r
+\r
+ swallow_range = cvar("g_balance_vore_swallow_range");\r
+ if(self.scale) // we can swallow from further or closer based on our size\r
+ swallow_range *= self.scale;\r
+ vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\r
\r
- WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
if(trace_fraction < 1)\r
if(trace_ent.classname == "player")\r
return trace_ent;\r
// checks the necessary conditions for swallowing a player\r
\r
if(prey != self)\r
- if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
- if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
- if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+ 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
+ if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+ if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
{\r
+ string swallow_complain;\r
if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+ swallow_complain = "You cannot swallow your team mates\n";\r
+ else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
+ swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
+ else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
+ swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
+ else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
+ swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
+ else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
+ swallow_complain = "You cannot swallow someone larger than you\n";\r
+\r
+ if(swallow_complain != "")\r
{\r
if(time > self.complain_vore && self.BUTTON_ATCK)\r
{\r
play2(self, "misc/forbidden.wav");\r
- sprint(self, "You cannot swallow your team mates\n");\r
- self.complain_vore = time + complain_delay_time;\r
- }\r
- return FALSE;\r
- }\r
-\r
- if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
- {\r
- if(time > self.complain_vore && self.BUTTON_ATCK)\r
- {\r
- play2(self, "misc/forbidden.wav");\r
- sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
+ sprint(self, swallow_complain);\r
self.complain_vore = time + complain_delay_time;\r
}\r
return FALSE;\r
}\r
-\r
- if(cvar("g_vore_biggergut"))\r
- if(prey.stomach_load > self.stomach_load)\r
- {\r
- if(time > self.complain_vore && self.BUTTON_ATCK)\r
- {\r
- play2(self, "misc/forbidden.wav");\r
- sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
- self.complain_vore = time + complain_delay_time;\r
- }\r
- return FALSE;\r
- }\r
-\r
- if(!cvar("g_vore_spawnshield"))\r
- if(prey.spawnshieldtime > time)\r
- {\r
- if(time > self.complain_vore && self.BUTTON_ATCK)\r
- {\r
- play2(self, "misc/forbidden.wav");\r
- sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
- self.complain_vore = time + complain_delay_time;\r
- }\r
- return FALSE;\r
- }\r
-\r
return TRUE;\r
}\r
return FALSE;\r
\r
float Vore_CanLeave()\r
{\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
{\r
if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
return TRUE;\r
return FALSE;\r
}\r
\r
-// make the camera smoothly lower itself when we get swallowed\r
-// our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
-.float cameraeffect_current, cameraeffect_target;\r
-void Vore_CameraEffect_Set(entity e)\r
-{\r
- e.cameraeffect_current = 1;\r
- e.cameraeffect_target = 2;\r
-}\r
-void Vore_CameraEffect_Apply()\r
+// position the camera properly for prey\r
+void Vore_SetPreyPositions()\r
{\r
- if(self.predator.classname != "player")\r
- return;\r
+ // self is the predator and head is the prey\r
+\r
+ local entity head;\r
+ local vector origin_apply;\r
+ local float position_counter;\r
\r
- if(self.cvar_cl_vore_cameraspeed)\r
+ // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
+ // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
+ // For each player, the origin is updated, then a new origin is used for the next player.\r
+ // This requires that no more than 9 players may be in the stomach at a time!\r
+ FOR_EACH_PLAYER(head)\r
{\r
- local float step;\r
- step = self.cvar_cl_vore_cameraspeed * frametime;\r
+ if(head.predator == self)\r
+ {\r
+ switch(position_counter)\r
+ {\r
+ case 0:\r
+ origin_apply = '0 0 0'; // first occupant sits in the middle\r
+ break;\r
+ case 1:\r
+ origin_apply = '1 0 0'; // second occupant sits in the front\r
+ break;\r
+ case 2:\r
+ origin_apply = '-1 0 0'; // third occupant sits in the back\r
+ break;\r
+ case 3:\r
+ origin_apply = '0 1 0'; // fourth occupant sits in the right\r
+ break;\r
+ case 4:\r
+ origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
+ break;\r
+ case 5:\r
+ origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
+ break;\r
+ case 6:\r
+ origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
+ break;\r
+ case 7:\r
+ origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
+ break;\r
+ case 8:\r
+ origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
\r
- // not sure if these maths are good, as the effect should be smoother\r
- if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
- self.cameraeffect_current -= step;\r
- else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
- self.cameraeffect_current += step;\r
- }\r
- else\r
- self.cameraeffect_current = self.cameraeffect_target;\r
+ // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
+ head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
\r
- self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
+ // change prey height based on scale\r
+ float prey_height;\r
+ prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
+ head.view_ofs_z += prey_height;\r
+\r
+ position_counter += 1;\r
+ }\r
+ }\r
}\r
\r
.float gurgle_oldstomachload;\r
e.digesting = TRUE;\r
}\r
\r
+void Vore_SwallowModel_Think()\r
+{\r
+ //update the necessary angles to match our view\r
+ self.angles_x = self.owner.angles_x;\r
+ self.view_ofs = self.owner.view_ofs;\r
+ self.alpha = self.owner.cvar_cl_vore_stomachmodel;\r
+\r
+ // if our swallow progress is gone, the swallow model must also go\r
+ /*if(!self.owner.swallow_progress_prey)\r
+ {\r
+ self.nextthink = 0;\r
+ remove(self);\r
+ self = world;\r
+ return;\r
+ }*/\r
+\r
+ self.nextthink = time;\r
+}\r
+\r
+.entity swallow_model;\r
+void Vore_SwallowModel_Update(entity prey)\r
+{\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ \r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.scale = self.scale;\r
+\r
+ // apply the properties of the prey\r
+ prey.swallow_model.aiment = prey;\r
+\r
+ prey.swallow_model.owner = prey; // owned by the prey\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // if predator has changed, update the swallow model\r
+ if(prey.swallow_model.enemy != self)\r
+ {\r
+ setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
+ prey.swallow_model.skin = self.skin;\r
+ prey.swallow_model.enemy = self; // enemy is the predator\r
+ }\r
+}\r
+\r
.entity pusher;\r
.float pushltime;\r
void Vore_Swallow(entity e)\r
e.velocity = '0 0 0';\r
e.movetype = MOVETYPE_FOLLOW;\r
e.solid = SOLID_NOT;\r
- e.alpha = -1; // best way of hiding the eaten player\r
e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
if(e.flagcarried)\r
DropFlag(e.flagcarried, world, e.predator);\r
\r
- Vore_CameraEffect_Set(e);\r
-\r
if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
\r
centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
}\r
\r
- PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
e.predator.stomach_load += 1;\r
\r
// block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
e.predator.weapon_delay = time + button_delay_time;\r
- e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+ e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
+}\r
+\r
+void Vore_SwallowStep(entity e)\r
+{\r
+ if(!cvar("g_balance_vore_swallow_speed_fill"))\r
+ {\r
+ Vore_Swallow(e);\r
+ return;\r
+ }\r
+\r
+ Vore_SwallowModel_Update(e);\r
+\r
+ // increase the progress value until it reaches 1, then swallow the player\r
+ if(e.swallow_progress_prey < 1)\r
+ {\r
+ float fill;\r
+ fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
+ if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= (self.scale / e.scale);\r
+ if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
+ fill /= e.stomach_load;\r
+\r
+ e.swallow_progress_prey += fill;\r
+ }\r
+ else\r
+ {\r
+ Vore_Swallow(e);\r
+ e.swallow_progress_prey = 0;\r
+ }\r
+\r
+ // the predator's progress is how much the prey got swallowed\r
+ self.swallow_progress_pred = e.swallow_progress_prey;\r
}\r
\r
void Vore_Regurgitate(entity e)\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
e.view_ofs_z = PL_VIEW_OFS_z;\r
- e.alpha = default_player_alpha;\r
\r
// apply velocities\r
local vector oldforward, oldright, oldup;\r
e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
- PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
+ if(cvar("g_balance_vore_swallow_speed_fill"))\r
+ e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+\r
+ PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
e.predator.stomach_load -= 1;\r
e.predator.regurgitate_prepare = 0;\r
- e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
Vore_WeightApply(e.predator);\r
\r
// block firing for a small amount of time, or we'll be firing the next frame\r
{\r
// ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
\r
- if(e.fakeprey || e.predator.classname != "player") // already configured\r
+ if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
return;\r
\r
// this entity is like e.predator but for dead prey, to avoid conflicts\r
e.takedamage = DAMAGE_NO;\r
e.solid = SOLID_NOT;\r
e.aiment = e.fakepredator;\r
-\r
- // completely remove the dead body\r
- e.modelindex = 0;\r
}\r
\r
void Vore_DeadPrey_Detach(entity e)\r
return;\r
\r
e.fakepredator = world;\r
- e.fakeprey = FALSE;\r
+ e.fakeprey = TRUE; // keep fakeprey status\r
+ e.stat_eaten = 0;\r
e.aiment = world;\r
e.movetype = MOVETYPE_TOSS;\r
}\r
\r
void Vore_PreyRelease(entity e, float pred_disconnect)\r
{\r
- // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
- if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+ if(pred_disconnect)\r
{\r
- // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
- if(pred_disconnect)\r
- {\r
- if(e.fakeprey)\r
- Vore_DeadPrey_Detach(e);\r
- }\r
+ if(e.fakeprey)\r
+ Vore_DeadPrey_Detach(e);\r
else\r
+ Vore_Regurgitate(e);\r
+ }\r
+ else if(self.stat_eaten && !self.fakeprey)\r
+ {\r
+ // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+ if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
Vore_DeadPrey_Configure(e);\r
+ else\r
+ Vore_Regurgitate(e);\r
}\r
- else\r
- Vore_Regurgitate(e);\r
}\r
\r
void Vore_Disconnect()\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
\r
// prey disconnects or goes spectating while inside someone's belly\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
Vore_PreyRelease(self, TRUE);\r
\r
// pred disconnects or goes spectating with players in their belly\r
{\r
// apply digestion to prey\r
\r
- if(time > self.predator.digestion_step)\r
+ if(time > self.digestion_step)\r
{\r
- Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
+ // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
+ float reduce;\r
+ if(cvar("g_balance_vore_digestion_distribute"))\r
+ reduce = self.predator.stomach_load;\r
+ else\r
+ reduce = 1;\r
+\r
+ float damage;\r
+ damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
+\r
+ // apply player scale to digestion damage\r
+ if(cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= (self.predator.scale / self.scale);\r
+\r
+ Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
\r
if (self.predator.digestsound_finished < time)\r
{\r
PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
self.predator.digestsound_finished = time + 0.5;\r
}\r
- self.predator.digestion_step = time + steptime;\r
+ self.digestion_step = time + steptime;\r
}\r
\r
if(self.deadflag != DEAD_NO)\r
}\r
}\r
\r
-.float stomachkick_delay;\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
if(time > self.stomachkick_delay)\r
{\r
float damage;\r
+ vector force;\r
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
+ force = v_forward * cvar("g_balance_vore_kick_force");\r
\r
- Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
- sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
+ // apply player scale to the damage / force of the kick\r
+ if(cvar("g_balance_vore_kick_scalediff"))\r
+ {\r
+ damage *= (self.scale / self.predator.scale);\r
+ force *= (self.scale / self.predator.scale);\r
+ }\r
+\r
+ Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
+ sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
\r
- if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
- Vore_Regurgitate(self);\r
+ // abort the predator's scheduled regurgitation\r
+ if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
+ self.predator.regurgitate_prepare = 0;\r
\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
}\r
\r
// prey taunts\r
- if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
+ if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
{\r
if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
{\r
}\r
}\r
\r
+void Vore_SetSbarRings()\r
+{\r
+ // first clear the ring stats, then configure them if needed\r
+ self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
+ self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
+\r
+ if(self.stat_eaten)\r
+ {\r
+ if(time <= self.stomachkick_delay)\r
+ {\r
+ self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
+ 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
+ }\r
+ }\r
+ else\r
+ {\r
+ if(self.swallow_progress_pred)\r
+ {\r
+ self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
+ self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
+ }\r
+ else if(time <= self.action_delay)\r
+ {\r
+ self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
+ 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
+ }\r
+\r
+ if(self.swallow_progress_prey)\r
+ {\r
+ self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
+ self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
+ }\r
+ else if(time <= self.regurgitate_prepare)\r
+ {\r
+ self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
+ 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
+ }\r
+ }\r
+}\r
+\r
void Vore()\r
{\r
// main vore code, this is where it all happens\r
Vore_AutoTaunt();\r
\r
// wash the goo away from players once they leave the stomach\r
- if(self.predator.classname != "player")\r
+ if(!self.stat_eaten)\r
if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
if(self.colormod)\r
if(cvar("g_vore_regurgitatecolor_release_fade"))\r
self.colormod_z = 1;\r
}\r
\r
- // set all vore related stats\r
- if(self.predator.classname == "player")\r
+ // set all vore stats\r
+ Vore_SetSbarRings();\r
+ if(self.fakepredator.classname == "player")\r
+ self.stat_eaten = num_for_edict(self.fakepredator);\r
+ else if(self.predator.classname == "player")\r
{\r
self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
// don't allow a player inside a player inside another player :)\r
// prevent this by checking if such has happened, and taking the proper measures\r
// this code has a high priority and must not be stopped by any delay, so run it here\r
- if(self.predator.predator.classname == "player")\r
+ if(self.predator.stat_eaten)\r
{\r
entity target_predator, target_predator_predator, oldself;\r
target_predator = self.predator;\r
}\r
}\r
\r
+ // the swallow progress of prey and preds idly decrease by this amount\r
+ if(cvar("g_balance_vore_swallow_speed_decrease"))\r
+ {\r
+ if(self.swallow_progress_pred)\r
+ {\r
+ self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_pred < 0)\r
+ self.swallow_progress_pred = 0;\r
+ }\r
+ if(self.swallow_progress_prey)\r
+ {\r
+ self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_prey < 0)\r
+ self.swallow_progress_prey = 0;\r
+ }\r
+ }\r
+\r
// apply delays and skip the vore system under some circumstances\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
self.stat_canswallow = 1;\r
\r
if(self.BUTTON_ATCK)\r
- Vore_Swallow(prey);\r
+ Vore_SwallowStep(prey);\r
}\r
else if(prey != world)\r
self.stat_canswallow = -1;\r
self.digesting = FALSE;\r
\r
// predator wishes to regurgitate his prey\r
- if(self.BUTTON_REGURGITATE)\r
+ if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
{\r
if(self.stomach_load)\r
{\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
+ Vore_SetPreyPositions();\r
+\r
// keepdeadprey - detach dead prey if their predator died or got swallowed\r
- if(self.fakepredator.classname == "player")\r
- if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
+ if(self.fakeprey)\r
+ if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
Vore_DeadPrey_Detach(self);\r
\r
- if(self.predator.classname != "player")\r
+ if(!self.stat_eaten)\r
return;\r
\r
if(self.deadflag != DEAD_NO)\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r
- Vore_CameraEffect_Apply();\r
-\r
// Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
// (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
kh_Key_DropAll(self, FALSE);\r