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Properly execute target_changelevel
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1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         vector w_shotorg, w_shotdir;\r
16         w_shotorg = self.origin + self.view_ofs;\r
17         w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         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
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore)\r
39                         {\r
40                                 play2(self, "misc/unavailable.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore)\r
50                         {\r
51                                 play2(self, "misc/unavailable.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore)\r
62                         {\r
63                                 play2(self, "misc/unavailable.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 return TRUE;\r
71         }\r
72         return FALSE;\r
73 }\r
74 \r
75 float Vore_CanLeave()\r
76 {\r
77         if(self.predator.classname == "player")\r
78         {\r
79                 if(teams_matter && self.team == self.predator.team)\r
80                         return TRUE;\r
81                 if(g_rpg && cvar("g_rpg_canleave"))\r
82                         return TRUE;\r
83         }\r
84         return FALSE;\r
85 }\r
86 \r
87 // make the camera smoothly lower itself when we get swallowed\r
88 // 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
89 .float cameraeffect_current, cameraeffect_target;\r
90 void Vore_CameraEffect_Set(entity e)\r
91 {\r
92         e.cameraeffect_current = 1;\r
93         e.cameraeffect_target = 2;\r
94 }\r
95 void Vore_CameraEffect_Apply()\r
96 {\r
97         if(self.predator.classname != "player")\r
98                 return;\r
99 \r
100         if(self.cvar_cl_vore_cameraspeed)\r
101         {\r
102                 local float step;\r
103                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
104 \r
105                 // not sure if these maths are good, as the effect should be smoother\r
106                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
107                         self.cameraeffect_current -= step;\r
108                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
109                         self.cameraeffect_current += step;\r
110         }\r
111         else\r
112                 self.cameraeffect_current = self.cameraeffect_target;\r
113 \r
114         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
115 }\r
116 \r
117 .float gurgle_oldstomachload;\r
118 void Vore_Gurglesound()\r
119 {\r
120         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
121         {\r
122                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
123 \r
124                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
125                 self.gurgle_oldstomachload = self.stomach_load;\r
126         }\r
127 }\r
128 \r
129 void Vore_Weight_apply(entity e)\r
130 {\r
131         // apply stomach weight that makes you heavier the more you eat\r
132         // slowing the player is done in cl_physics.qc\r
133 \r
134         if(e.stomach_load != e.vore_oldstomachload)\r
135                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
136         if(e.gravity == 0)\r
137                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
138         e.vore_oldstomachload = e.stomach_load;\r
139 }\r
140 \r
141 .entity pusher;\r
142 .float pushltime;\r
143 void Vore_Swallow(entity e)\r
144 {\r
145         // this player is being swallowed by another player, apply the proper changes\r
146 \r
147         e.vore_oldmovetype = e.movetype;\r
148         e.vore_oldsolid = e.solid;\r
149 \r
150         e.predator = self;\r
151         setorigin(e, e.predator.origin);\r
152         e.velocity = '0 0 0';\r
153         e.movetype = MOVETYPE_FOLLOW;\r
154         e.solid = SOLID_NOT;\r
155         e.alpha = -1; // best way of hiding the eaten player\r
156         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
157 \r
158         // drop keys (KH) and flags (CTF) when we get swallowed\r
159         kh_Key_DropAll(e, FALSE);\r
160         if(e.flagcarried)\r
161                 DropFlag(e.flagcarried, world, e.predator);\r
162 \r
163         Vore_CameraEffect_Set(e);\r
164 \r
165         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
166                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
167 \r
168         if(teams_matter && e.team == e.predator.team)\r
169         {\r
170                 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
171                 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
172         }\r
173 \r
174         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
175         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
176         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
177         e.predator.stomach_load += 1;\r
178         e.predator.regurgitate_prepare = 0;\r
179         Vore_Weight_apply(e.predator);\r
180 \r
181         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
182         e.predator.weapon_delay = time + button_delay_time;\r
183         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
184         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
185 }\r
186 \r
187 void Vore_Regurgitate(entity e)\r
188 {\r
189         // this player is being regurgitated by their predator, apply the proper changes\r
190 \r
191         e.movetype = e.vore_oldmovetype;\r
192         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
193                 e.solid = e.vore_oldsolid;\r
194         e.view_ofs_z = PL_VIEW_OFS_z;\r
195         e.alpha = default_player_alpha;\r
196 \r
197         // apply velocities\r
198         local vector oldforward, oldright, oldup;\r
199         oldforward = v_forward;\r
200         oldright = v_right;\r
201         oldup = v_up;\r
202         makevectors(e.predator.v_angle);\r
203         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
204         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
205         v_forward = oldforward;\r
206         v_right = oldright;\r
207         v_up = oldup;\r
208 \r
209         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
210         e.pushltime = time + cvar("g_maxpushtime");\r
211 \r
212         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
213         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
214         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
215         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
216         e.predator.stomach_load -= 1;\r
217         e.predator.regurgitate_prepare = 0;\r
218         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
219         Vore_Weight_apply(e.predator);\r
220 \r
221         // block firing for a small amount of time, or we'll be firing the next frame\r
222         e.weapon_delay = time + button_delay_time;\r
223         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
224         e.predator = world;\r
225 }\r
226 \r
227 void Vore_Disconnect()\r
228 {\r
229         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
230 \r
231         // prey disconnects or goes spectating while inside someone's belly\r
232         if(self.predator.classname == "player")\r
233                 Vore_Regurgitate(self);\r
234 \r
235         // pred disconnects or goes spectating with players in their belly\r
236         else if(self.stomach_load > 0)\r
237         {\r
238                 entity head;\r
239                 FOR_EACH_PLAYER(head)\r
240                 {\r
241                         if(head.predator == self)\r
242                                 Vore_Regurgitate(head);\r
243                 }\r
244                 Vore_Gurglesound(); // stop the gurgling sound\r
245         }\r
246 \r
247         self.stomach_load = self.gravity = 0; // prevents a bug\r
248 }\r
249 \r
250 .float digestion_step;\r
251 void Vore_Digest()\r
252 {\r
253         // apply digestion to prey\r
254 \r
255         if(time > self.predator.digestion_step)\r
256         {\r
257                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
258                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
259                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
260 \r
261                 if (self.predator.digestsound_finished < time)\r
262                 {\r
263                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
264                         self.predator.digestsound_finished = time + 0.5;\r
265                 }\r
266                 self.predator.digestion_step = time + steptime;\r
267         }\r
268 \r
269         if(self.health <= 0)\r
270         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
271                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
272 }\r
273 \r
274 .float teamheal_step;\r
275 void Vore_Teamheal()\r
276 {\r
277         // apply teamheal\r
278 \r
279         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
280         if(time > self.teamheal_step)\r
281         {\r
282                 self.health += cvar("g_balance_vore_teamheal");\r
283                 self.teamheal_step = time + steptime;\r
284         }\r
285 }\r
286 \r
287 .float stomachkick_delay;\r
288 void Vore_StomachKick()\r
289 {\r
290         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
291 \r
292         if(time > self.stomachkick_delay)\r
293         {\r
294                 float damage;\r
295                 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
296                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
297                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
298 \r
299                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
300                         Vore_Regurgitate(self);\r
301 \r
302                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
303         }\r
304 }\r
305 \r
306 void Vore_StomachLeave()\r
307 {\r
308         // allows players to get out of their predator at will in some circumstances, such as team mates\r
309 \r
310         if(Vore_CanLeave())\r
311                 Vore_Regurgitate(self);\r
312         else if(time > self.complain_vore)\r
313         {\r
314                 play2(self, "misc/unavailable.wav");\r
315                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
316                 self.complain_vore = time + complain_delay_time;\r
317         }\r
318 }\r
319 \r
320 void Vore()\r
321 {\r
322         // main vore code, this is where it all happens\r
323 \r
324         if(!cvar("g_vore")) // the vore system is disabled\r
325         {\r
326                 Vore_Disconnect();\r
327                 return;\r
328         }\r
329 \r
330         // set all vore related stats\r
331         if(self.predator.classname == "player")\r
332         {\r
333                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
334                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
335                 self.stat_eaten = num_for_edict(self.predator);\r
336         }\r
337         else\r
338         {\r
339                 self.stat_stomachload = self.stomach_load;\r
340                 self.stat_digesting = self.digesting;\r
341                 self.stat_eaten = 0;\r
342         }\r
343         self.stat_canleave = Vore_CanLeave();\r
344 \r
345         // don't allow a player inside a player inside another player :)\r
346         // prevent this by checking if such has happened, and taking the proper measures\r
347         // this code has a high priority and must not be stopped by any delay, so run it here\r
348         if(self.predator.predator.classname == "player")\r
349         {\r
350                 entity target_predator, target_predator_predator, oldself;\r
351                 target_predator = self.predator;\r
352                 target_predator_predator = self.predator.predator;\r
353 \r
354                 Vore_Regurgitate(self);\r
355 \r
356                 // now steal our prey's prey if this probability applies\r
357                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
358                 {\r
359                         oldself = self;\r
360                         self = target_predator_predator;\r
361                         if(Swallow_condition_check(oldself))\r
362                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
363                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
364                                 Vore_Swallow(oldself);\r
365                         self = oldself;\r
366                 }\r
367         }\r
368 \r
369         // apply delays and skip the vore system under some circumstances\r
370         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
371         {\r
372                 Vore_Disconnect();\r
373                 return;\r
374         }\r
375         if(self.spectatee_status)\r
376                 return;\r
377         if(time < self.system_delay)\r
378                 return;\r
379 \r
380 // --------------------------------\r
381 // Code that addresses predators:\r
382 // --------------------------------\r
383 \r
384         entity prey;\r
385         prey = Swallow_player_check();\r
386 \r
387         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
388         if(self.BUTTON_ATCK)\r
389         if(Swallow_condition_check(prey))\r
390                 Vore_Swallow(prey);\r
391 \r
392         // toggle digestion, if the player has someone in their stomach\r
393         if(self.BUTTON_DIGEST)\r
394         {\r
395                 if(self.stomach_load)\r
396                 {\r
397                         if(time > self.digest_button_delay_time)\r
398                         {\r
399                                 self.digesting = !self.digesting;\r
400                                 self.digest_button_delay_time = time + button_delay_time;\r
401                         }\r
402                 }\r
403                 else if(time > self.complain_vore)\r
404                 {\r
405                         play2(self, "misc/unavailable.wav");\r
406                         sprint(self, "There is nothing to digest\n");\r
407                         self.complain_vore = time + complain_delay_time;\r
408                 }\r
409         }\r
410         if(!self.stomach_load)\r
411                 self.digesting = FALSE;\r
412 \r
413         // predator wishes to regurgitate his prey\r
414         if(self.BUTTON_REGURGITATE)\r
415         {\r
416                 if(self.stomach_load)\r
417                 {\r
418                         if(time > self.regurgitate_button_delay_time)\r
419                         {\r
420                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
421                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
422                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
423                         }\r
424                 }\r
425                 else if(time > self.complain_vore)\r
426                 {\r
427                         play2(self, "misc/unavailable.wav");\r
428                         sprint(self, "There is nothing to regurgitate\n");\r
429                         self.complain_vore = time + complain_delay_time;\r
430                 }\r
431         }\r
432 \r
433         if(cvar("g_vore_gurglesound"))\r
434                 Vore_Gurglesound();\r
435 \r
436 // --------------------------------\r
437 // Code that addresses the prey:\r
438 // --------------------------------\r
439 \r
440         if(self.predator.classname != "player")\r
441                 return;\r
442 \r
443         if(self.deadflag || self.predator.deadflag)\r
444                 Vore_Regurgitate(self);\r
445         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
446                 Vore_Regurgitate(self);\r
447 \r
448         // apply delayed regurgitating if it was scheduled\r
449         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
450         {\r
451                 self.predator.regurgitate_prepare = 0;\r
452                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
453                 Vore_Regurgitate(self);\r
454         }\r
455 \r
456         // execute digesting and team healing\r
457         if(self.predator.digesting == TRUE)\r
458                 Vore_Digest();\r
459         if(teams_matter && self.team == self.predator.team)\r
460         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
461                 Vore_Teamheal();\r
462 \r
463         // execute prey commands\r
464         if(self.BUTTON_ATCK)\r
465                 Vore_StomachKick();\r
466         if(self.BUTTON_JUMP)\r
467                 Vore_StomachLeave();\r
468 \r
469         Vore_CameraEffect_Apply();\r
470 }