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 >= cvar("g_balance_vore_swallow_limit"))\r
- swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\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
// self is the predator and head is the prey\r
\r
local entity head;\r
- local vector oldforward, oldright, oldup;\r
local vector origin_apply;\r
local float position_counter;\r
\r
- oldforward = v_forward;\r
- oldright = v_right;\r
- oldup = v_up;\r
- makevectors(self.v_angle);\r
-\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
}\r
\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
- origin_apply_x *= v_forward_x; // position depends on the predator's rotation\r
- origin_apply_y *= v_forward_y; // position depends on the predator's rotation\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
+ // 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
- v_forward = oldforward;\r
- v_right = oldright;\r
- v_up = oldup;\r
-\r
- /*float prey_height;\r
- if(self.fakeprey)\r
- prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
- else\r
- prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
- self.view_ofs_z += prey_height;*/\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
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
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
{\r
// this player is being regurgitated by their predator, apply the proper changes\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
{\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
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
+ // 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, v_forward * cvar("g_balance_vore_kick_force"));\r
- sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\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
if(time <= self.stomachkick_delay)\r
{\r
- self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\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(time <= self.action_delay)\r
+ if(self.swallow_progress_pred)\r
{\r
- self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\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
- if(time <= self.regurgitate_prepare)\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 = 1; // ring shows regurgitation preparing, fills with progress\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
\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