.float regurgitate_prepare;\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
+.float vore_oldmovetype, vore_oldsolid;\r
\r
const float system_delay_time = 0.1;\r
const float complain_delay_time = 1;\r
vector vore_w_shotorg, vore_w_shotdir;\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
+ if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
swallow_range *= self.scale;\r
+ makevectors(self.angles);\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 * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
+ if(self.antilag_debug)\r
+ WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
+ else\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
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
+ float prey_mass;\r
+ prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+ if(cvar("g_healthsize"))\r
+ prey_mass *= prey.scale;\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(self.stomach_load + prey_mass > self.stomach_maxload)\r
+ swallow_complain = "You don't have any more room to swallow this player.\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
}\r
\r
// position the camera properly for prey\r
-void Vore_SetPreyPositions()\r
+void Vore_SetPreyPositions(entity pred)\r
{\r
- // self is the predator and head is the prey\r
+ // pred 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
// 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
+ // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.predator == self)\r
+ if(head.predator == pred)\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
+ origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+ origin_apply_z = PL_PREY_VIEW_OFS_z;\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
- 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
+ head.view_ofs = origin_apply;\r
+ head.view_ofs_z *= pred.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
+ prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
head.view_ofs_z += prey_height;\r
-\r
- position_counter += 1;\r
}\r
}\r
}\r
}\r
}\r
\r
-void Vore_WeightApply(entity e)\r
+void Vore_StomachLoad_Apply()\r
{\r
- // apply stomach weight that makes you heavier the more you eat\r
+ // apply stomach weight that makes you heavier and larger the more you eat\r
// slowing the player is done in cl_physics.qc\r
\r
- if(e.stomach_load != e.vore_oldstomachload)\r
- e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
- if(e.gravity == 0)\r
- e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
- e.vore_oldstomachload = e.stomach_load;\r
+ entity e;\r
+ float prey_mass;\r
+\r
+ // apply the stomach capacity of the predator\r
+ self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
+ if(cvar("g_healthsize"))\r
+ self.stomach_maxload *= self.scale;\r
+ self.stomach_maxload = floor(self.stomach_maxload);\r
+\r
+ self.stomach_load = 0; // start from zero\r
+ FOR_EACH_PLAYER(e)\r
+ {\r
+ if(e.predator == self && e.classname == "player")\r
+ {\r
+ prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+ if(cvar("g_healthsize"))\r
+ prey_mass *= e.scale;\r
+ self.stomach_load += floor(prey_mass);\r
+ }\r
+ }\r
+\r
+ // apply weight\r
+ self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+ if(!self.gravity && self.stomach_load)\r
+ self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
}\r
\r
void Vore_AutoDigest(entity e)\r
e.digesting = TRUE;\r
}\r
\r
-void Vore_SwallowModel_Think()\r
+.entity swallow_model;\r
+float Vore_SwallowModel_CustomizeEntityForClient()\r
{\r
- //update the necessary angles to match our view\r
- self.angles_x = self.owner.angles_x;\r
+ // use the same system as the weapon model\r
+\r
+ self.viewmodelforclient = self.owner;\r
+ self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
\r
- // if our swallow progress is gone, the swallow model must also go\r
- if(!self.owner.swallow_progress_prey)\r
+ if(other.classname == "spectator")\r
+ if(other.enemy == self.owner)\r
{\r
- self.nextthink = 0;\r
- remove(self);\r
- self = world;\r
+ self.viewmodelforclient = other;\r
+ self.alpha = other.cvar_cl_vore_swallowmodel;\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+\r
+void Vore_SwallowModel_Think()\r
+{\r
+ // update the position of the swallow model to match our swallow progress\r
+ float dist;\r
+ dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
+ if(cvar("g_healthsize"))\r
+ dist *= self.scale;\r
+ self.view_ofs = '1 0 0' * dist;\r
+\r
+ // if our swallow progress is gone or we are dead, the swallow model also goes away\r
+ if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
+ {\r
+ remove(self.owner.swallow_model);\r
+ self.owner.swallow_model = world;\r
return;\r
}\r
\r
+ // properties that should update whenever possible, but when the predator is not available\r
self.nextthink = time;\r
}\r
\r
-.entity swallow_model;\r
-void Vore_SwallowModel_Spawn(entity prey)\r
+void Vore_SwallowModel_Update(entity prey, entity pred)\r
{\r
- entity e;\r
- e = spawn();\r
- \r
- e.movetype = MOVETYPE_FOLLOW;\r
- e.solid = SOLID_NOT;\r
- e.alpha = prey.cvar_cl_vore_stomachmodel;\r
-\r
- // apply the properties of the predator\r
- setmodel(e, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
- //e.skin = self.skin;\r
- e.scale = self.scale;\r
-\r
- // apply the properties of the prey\r
- e.angles_x = prey.angles_x;\r
- e.aiment = prey;\r
- e.origin += prey.view_ofs;\r
-\r
- e.owner = prey; // owned by the prey\r
- e.enemy = self; // enemy is the predator\r
- e.think = Vore_SwallowModel_Think;\r
- e.nextthink = time;\r
+ // if we don't have a swallow model already, spawn one\r
+ if(!prey.swallow_model)\r
+ {\r
+ prey.swallow_model = spawn();\r
+ prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+ prey.swallow_model.solid = SOLID_NOT;\r
+ //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+ prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
+ prey.swallow_model.owner = prey;\r
+ prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
+ prey.swallow_model.think = Vore_SwallowModel_Think;\r
+ prey.swallow_model.nextthink = time;\r
+ }\r
+\r
+ // properties that should update whenever possible, but when the predator is available\r
+ string player_swallowmodel;\r
+ player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+ if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
+ setmodel(prey.swallow_model, player_swallowmodel);\r
+ if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
+ prey.swallow_model.skin = pred.skin;\r
+ if(cvar("g_healthsize"))\r
+ prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
+ if(prey.swallow_model.enemy != pred)\r
+ prey.swallow_model.enemy = pred; // enemy is the predator\r
+ if(prey.swallow_model.colormap != pred.colormap)\r
+ prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
+ if(prey.swallow_model.glowmod != pred.glowmod)\r
+ prey.swallow_model.glowmod = pred.glowmod; // glow color\r
}\r
\r
.entity pusher;\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.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
- Vore_WeightApply(e.predator);\r
+ e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
Vore_AutoDigest(e.predator);\r
+ Vore_SetPreyPositions(e.predator);\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
return;\r
}\r
\r
- // if the predator swallowing me has changed, remove the swallow model\r
- if(e.swallow_model && e.swallow_model.enemy != self)\r
- {\r
- e.swallow_model.nextthink = 0;\r
- remove(e.swallow_model);\r
- e.swallow_model = world;\r
- }\r
- //set the swallow model for the prey\r
- if(!e.swallow_model)\r
- Vore_SwallowModel_Spawn(e);\r
+ Vore_SwallowModel_Update(e, self);\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_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+ fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\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.pushltime = time + cvar("g_maxpushtime");\r
\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
+ if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
+ {\r
e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+ Vore_SwallowModel_Update(e, e.predator);\r
+ }\r
+\r
+ // apply regurgitation damage to the predator\r
+ if(cvar("g_balance_vore_regurgitate_damage"))\r
+ {\r
+ float regurgitate_dmg;\r
+ regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
+ if(cvar("g_healthsize"))\r
+ regurgitate_dmg *= e.scale / e.predator.scale;\r
+ Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
+ }\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
+ pointparticles(particleeffectnum("vore_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.action_delay = time + cvar("g_balance_vore_action_delay");\r
- Vore_WeightApply(e.predator);\r
+ Vore_SetPreyPositions(e.predator);\r
\r
// block firing for a small amount of time, or we'll be firing the next frame\r
e.weapon_delay = time + button_delay_time;\r
// this entity is like e.predator but for dead prey, to avoid conflicts\r
e.fakepredator = e.predator;\r
e.fakeprey = TRUE;\r
+ Vore_SetPreyPositions(e.predator);\r
\r
// first release the prey from the predator, as dead prey needs to be attached differently\r
// the predator's stomach load is also decreased, as dead prey doesn't count any more\r
- e.predator.stomach_load -= 1;\r
- Vore_WeightApply(e.predator);\r
e.predator = world;\r
\r
// now put our dead prey inside the predator's stomach, but only as an effect\r
\r
if(time > self.digestion_step)\r
{\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
+ // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
+ float vore_offset;\r
+ vore_offset = 1;\r
+ if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+ vore_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
+ vore_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
+ vore_offset = ceil(vore_offset);\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
+ damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\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") / reduce;\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
\r
if (self.predator.digestsound_finished < time)\r
{\r
}\r
}\r
\r
+.float kick_pressed;\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
- if(time > self.stomachkick_delay)\r
+ if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
- float damage;\r
+ float damage, vol;\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
+ damage = cvar("g_balance_vore_kick_damage");\r
force = v_forward * cvar("g_balance_vore_kick_force");\r
+ vol = VOL_BASE;\r
\r
// apply player scale to the damage / force of the kick\r
- if(cvar("g_balance_vore_kick_scalediff"))\r
+ if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
{\r
- damage *= (self.scale / self.predator.scale);\r
- force *= (self.scale / self.predator.scale);\r
+ damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+ vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
}\r
+ vol = bound(0, vol, 1);\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
+ sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, 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
self.predator.regurgitate_prepare = 0;\r
\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
+ if(cvar("g_balance_vore_kick_repress"))\r
+ if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
+ self.kick_pressed = TRUE;\r
}\r
}\r
\r
{\r
// main vore code, this is where it all happens\r
\r
- if(!cvar("g_vore")) // the vore system is disabled\r
- {\r
- Vore_Disconnect();\r
- return;\r
- }\r
-\r
Vore_AutoTaunt();\r
\r
// wash the goo away from players once they leave the stomach\r
else if(self.predator.classname == "player")\r
{\r
self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
+ self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
self.stat_eaten = num_for_edict(self.predator);\r
}\r
else\r
{\r
self.stat_stomachload = self.stomach_load;\r
+ self.stat_stomachmaxload = self.stomach_maxload;\r
self.stat_digesting = self.digesting;\r
self.stat_eaten = 0;\r
}\r
}\r
\r
// apply delays and skip the vore system under some circumstances\r
+ if(!cvar("g_vore")) // the vore system is disabled\r
+ {\r
+ Vore_Disconnect();\r
+ return;\r
+ }\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
Vore_Disconnect();\r
entity prey;\r
prey = Swallow_player_check();\r
\r
+ // set the predator's stomach load and capacity\r
+ Vore_StomachLoad_Apply();\r
+\r
// attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
self.stat_canswallow = 0;\r
if(Swallow_condition_check(prey))\r
{\r
self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+ setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
self.regurgitate_button_delay_time = time + button_delay_time;\r
}\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.fakeprey)\r
if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
\r
if(self.predator.deadflag != DEAD_NO)\r
Vore_Regurgitate(self);\r
- else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
+ else if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.predator.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload))\r
Vore_Regurgitate(self);\r
\r
// apply delayed regurgitating if it was scheduled\r
Vore_Teamheal();\r
\r
// execute prey commands\r
- if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
- Vore_StomachKick();\r
+ if(self.BUTTON_ATCK)\r
+ {\r
+ if(cvar("g_vore_kick"))\r
+ Vore_StomachKick();\r
+ }\r
+ else\r
+ self.kick_pressed = FALSE;\r
if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r