.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
// 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 >= 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(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
+ sprint(self, swallow_complain);\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
- 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
-\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
+ 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
- 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.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
\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_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.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
else\r
Vore_Regurgitate(e);\r
}\r
- else\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
// 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(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\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
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
-\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\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 = 2; // 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
+ {\r
+ self.stat_sbring1_type = 1; // 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
+ self.stat_sbring2_type = 1; // 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
}\r
\r
// set all vore stats\r
- if(self.fakeprey)\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
// 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
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