+.float vore_frametime;\r
.float regurgitate_prepare;\r
.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\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
vore_w_shotorg = self.origin;\r
vore_w_shotdir = v_forward;\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
+ if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.stomach_load))\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 >= 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
}\r
\r
// position the camera properly for prey\r
-void Vore_SetCamera()\r
+void Vore_SetPreyPositions()\r
{\r
- if not(self.stat_eaten)\r
- return;\r
+ // self is the predator and head is the prey\r
\r
- self.view_ofs = PL_PREY_VIEW_OFS;\r
+ local entity head;\r
+ local vector origin_apply;\r
+ local float position_counter;\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
+ // 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
+ 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
+ // 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
+ // 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
+.entity swallow_model;\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.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
+ self.nextthink = time;\r
+}\r
+\r
+void Vore_SwallowModel_Update(entity prey, entity pred)\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
+ // apply the properties of the prey\r
+ prey.swallow_model.viewmodelforclient = prey; // use the same system as the weapon model\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.colormap = prey.colormap; // pants and shirt color\r
+ prey.swallow_model.glowmod = prey.glowmod; // glow color\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
+ // 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
+}\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.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+ e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
Vore_WeightApply(e.predator);\r
Vore_AutoDigest(e.predator);\r
\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, 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_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.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") && 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
{\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_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
+ damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\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 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
- 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
+ float damage, vol;\r
+ vector force;\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_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
+ {\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, 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, 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
+ 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
void Vore_SetSbarRings()\r
{\r
- if(time <= self.action_delay)\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
- self.stat_sbring1_type = 1; // ring shows vore action delay\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
+ 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
- self.stat_sbring1_type = 0;\r
- self.stat_sbring1_clip = 0;\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
+.entity prey;\r
void Vore()\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
}\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(!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
// Code that addresses predators:\r
// --------------------------------\r
\r
- entity prey;\r
- prey = Swallow_player_check();\r
+ // only scan prey each server frame, else we get major breakage in multiplayer\r
+ if(self.vore_frametime <= time)\r
+ {\r
+ self.prey = Swallow_player_check();\r
+ self.vore_frametime = time + sys_frametime;\r
+ }\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
+ if(Swallow_condition_check(self.prey))\r
{\r
// canswallow stat, used by the HUD\r
- if(teams_matter && prey.team == self.team)\r
+ if(teams_matter && self.prey.team == self.team)\r
self.stat_canswallow = 2;\r
else\r
self.stat_canswallow = 1;\r
\r
if(self.BUTTON_ATCK)\r
- Vore_Swallow(prey);\r
+ Vore_SwallowStep(self.prey);\r
}\r
- else if(prey != world)\r
+ else if(self.prey != world)\r
self.stat_canswallow = -1;\r
\r
// toggle digestion, if the player has someone in their stomach\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_SetCamera();\r
+ Vore_SetPreyPositions();\r
\r
// keepdeadprey - detach dead prey if their predator died or got swallowed\r
if(self.fakeprey)\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(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap") / (1 + self.predator.stomach_load))\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