}\r
}\r
\r
+void Vore_AutoDigest(entity e)\r
+{\r
+ // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+ if(!cvar("g_vore_digestion") || e.digesting)\r
+ return;\r
+ if(clienttype(e) != CLIENTTYPE_REAL)\r
+ return; // this feature is only for players, not bots\r
+ if(e.stomach_load)\r
+ return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
+ if(Stomach_TeamMates_check(e))\r
+ return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+ e.digesting = TRUE;\r
+}\r
+\r
void Vore_StomachLoad_Apply()\r
{\r
// apply stomach weight that makes you heavier and larger the more you eat\r
return;\r
\r
entity e;\r
- float prey_mass;\r
+ float prey_mass, final_load;\r
\r
// apply the stomach capacity of the predator\r
self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
self.stomach_maxload *= self.scale;\r
self.stomach_maxload = ceil(self.stomach_maxload);\r
\r
- self.stomach_load = 0; // start from zero\r
FOR_EACH_PLAYER(e)\r
{\r
if(e.predator == self)\r
prey_mass = cvar("g_balance_vore_load_prey_mass");\r
if(cvar("g_healthsize"))\r
prey_mass *= e.scale;\r
- self.stomach_load += ceil(prey_mass);\r
+ final_load += ceil(prey_mass);\r
+ if(self.cvar_cl_vore_autodigest > 1)\r
+ Vore_AutoDigest(self);\r
}\r
}\r
for(e = world; (e = find(e, classname, "consumable")); )\r
{\r
if(e.predator == self)\r
- self.stomach_load += ceil(e.dmg);\r
+ {\r
+ final_load += ceil(e.dmg);\r
+ if(self.cvar_cl_vore_autodigest > 0)\r
+ Vore_AutoDigest(self);\r
+ }\r
}\r
+ self.stomach_load = final_load;\r
\r
// apply weight\r
self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\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
-{\r
- // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
-\r
- if(!cvar("g_vore_digestion") || e.digesting)\r
- return;\r
- if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
- return; // this feature is only for players, not bots\r
- if(e.stomach_load)\r
- return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
- if(Stomach_TeamMates_check(e))\r
- return; // never begin automatic digestion if we've swallowed a team mate\r
-\r
- e.digesting = TRUE;\r
-}\r
-\r
.entity swallow_model;\r
float Vore_SwallowModel_CustomizeEntityForClient()\r
{\r
\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_predator_punchangle");\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\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_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
return;\r
}\r
\r
+ // when the predator starts swallowing, play his grab sound\r
+ if(!self.swallow_progress_pred)\r
+ PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+\r
Vore_SwallowModel_Update(e, self);\r
\r
// increase the progress value until it reaches 1, then swallow the player\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
+ fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
\r
e.swallow_progress_prey += fill;\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("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
Vore_SetPreyPositions(e.predator);\r
\r
damage_offset = 1;\r
if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
- damage_offset /= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
\r
- damage = ceil(cvar("g_balance_vore_digestion_damage") / damage_offset);\r
- if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
- damage *= cvar("g_balance_vore_digestion_damage_death");\r
+ if(self.deadflag != DEAD_NO)\r
+ damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
+ else\r
+ damage = cvar("g_balance_vore_digestion_damage") / damage_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
\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
+ self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
+ self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
+ self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
+ self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
+ self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
+ self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
\r
// abort the predator's scheduled regurgitation\r
if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
\r
// predator wishes to regurgitate his prey\r
if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
+ if(!self.regurgitate_prepare)\r
{\r
if(self.stomach_load)\r
{\r
// apply delayed regurgitating if it was scheduled\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\r
- self.predator.regurgitate_prepare = 0;\r
- self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
Vore_Regurgitate(self);\r
+ self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
}\r
\r
// execute digesting and team healing\r