Don't allow players to swallow anyone larger than them by default. This means you...
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
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         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(self.scale) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         vore_w_shotorg = self.origin;\r
22         vore_w_shotdir = v_forward;\r
23 \r
24         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
25         if(trace_fraction < 1)\r
26         if(trace_ent.classname == "player")\r
27                 return trace_ent;\r
28         return world;\r
29 }\r
30 \r
31 float Swallow_condition_check(entity prey)\r
32 {\r
33         // checks the necessary conditions for swallowing a player\r
34 \r
35         if(prey != self)\r
36         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
37         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
39         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
40         {\r
41                 string swallow_complain;\r
42                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
43                         swallow_complain = "You cannot swallow your team mates\n";\r
44                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
45                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
46                 else if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n");\r
48                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
49                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
50                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
51                         swallow_complain = "You cannot swallow someone larger than you\n";\r
52 \r
53                 if(swallow_complain != "")\r
54                 {\r
55                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
56                         {\r
57                                 play2(self, "misc/forbidden.wav");\r
58                                 sprint(self, swallow_complain);\r
59                                 self.complain_vore = time + complain_delay_time;\r
60                         }\r
61                         return FALSE;\r
62                 }\r
63                 return TRUE;\r
64         }\r
65         return FALSE;\r
66 }\r
67 \r
68 float Stomach_TeamMates_check(entity pred)\r
69 {\r
70         // checks if a player's stomach contains any team mates\r
71 \r
72         entity head;\r
73         if(teams_matter)\r
74         {\r
75                 FOR_EACH_PLAYER(head)\r
76                 {\r
77                         if(head.predator == pred && head.team == pred.team)\r
78                                 return TRUE;\r
79                 }\r
80         }\r
81         return FALSE;\r
82 }\r
83 \r
84 float Vore_CanLeave()\r
85 {\r
86         if(self.predator.classname == "player")\r
87         {\r
88                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
89                         return TRUE;\r
90                 if(teams_matter && self.team == self.predator.team)\r
91                         return TRUE;\r
92                 if(g_rpg && cvar("g_rpg_canleave"))\r
93                         return TRUE;\r
94         }\r
95         return FALSE;\r
96 }\r
97 \r
98 // position the camera properly for prey\r
99 void Vore_SetCamera()\r
100 {\r
101         if not(self.predator.classname == "player" || self.fakeprey > 1)\r
102                 return;\r
103 \r
104         self.view_ofs = PL_PREY_VIEW_OFS;\r
105 \r
106         float prey_height;\r
107         if(self.fakeprey > 1)\r
108                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
109         else\r
110                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
111         self.view_ofs_z += prey_height;\r
112 }\r
113 \r
114 .float gurgle_oldstomachload;\r
115 void Vore_GurgleSound()\r
116 {\r
117         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
118         {\r
119                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
120 \r
121                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
122                 self.gurgle_oldstomachload = self.stomach_load;\r
123         }\r
124 }\r
125 \r
126 void Vore_WeightApply(entity e)\r
127 {\r
128         // apply stomach weight that makes you heavier the more you eat\r
129         // slowing the player is done in cl_physics.qc\r
130 \r
131         if(e.stomach_load != e.vore_oldstomachload)\r
132                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
133         if(e.gravity == 0)\r
134                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
135         e.vore_oldstomachload = e.stomach_load;\r
136 }\r
137 \r
138 void Vore_AutoDigest(entity e)\r
139 {\r
140         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
141 \r
142         if(!cvar("g_vore_digestion") || e.digesting)\r
143                 return;\r
144         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
145                 return; // this feature is only for players, not bots\r
146         if(e.stomach_load > 1)\r
147                 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
148         if(Stomach_TeamMates_check(e))\r
149                 return; // never begin automatic digestion if we've swallowed a team mate\r
150 \r
151         e.digesting = TRUE;\r
152 }\r
153 \r
154 .entity pusher;\r
155 .float pushltime;\r
156 void Vore_Swallow(entity e)\r
157 {\r
158         // this player is being swallowed by another player, apply the proper changes\r
159 \r
160         e.vore_oldmovetype = e.movetype;\r
161         e.vore_oldsolid = e.solid;\r
162 \r
163         e.predator = self;\r
164         setorigin(e, e.predator.origin);\r
165         e.velocity = '0 0 0';\r
166         e.movetype = MOVETYPE_FOLLOW;\r
167         e.solid = SOLID_NOT;\r
168         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
169 \r
170         // drop keys (KH) and flags (CTF) when we get swallowed\r
171         kh_Key_DropAll(e, FALSE);\r
172         if(e.flagcarried)\r
173                 DropFlag(e.flagcarried, world, e.predator);\r
174 \r
175         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
176                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
177 \r
178         if(teams_matter && e.team == e.predator.team)\r
179         {\r
180                 if(cvar("g_vore_kick"))\r
181                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
182                 if(cvar("g_vore_digestion"))\r
183                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
184         }\r
185 \r
186         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
187         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
188         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
189         e.predator.stomach_load += 1;\r
190         e.predator.regurgitate_prepare = 0;\r
191         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
192         Vore_WeightApply(e.predator);\r
193         Vore_AutoDigest(e.predator);\r
194 \r
195         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
196         e.predator.weapon_delay = time + button_delay_time;\r
197         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
198         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
199 }\r
200 \r
201 void Vore_Regurgitate(entity e)\r
202 {\r
203         // this player is being regurgitated by their predator, apply the proper changes\r
204 \r
205         e.movetype = e.vore_oldmovetype;\r
206         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
207                 e.solid = e.vore_oldsolid;\r
208         e.view_ofs_z = PL_VIEW_OFS_z;\r
209 \r
210         // apply velocities\r
211         local vector oldforward, oldright, oldup;\r
212         oldforward = v_forward;\r
213         oldright = v_right;\r
214         oldup = v_up;\r
215         makevectors(e.predator.v_angle);\r
216         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
217         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
218         v_forward = oldforward;\r
219         v_right = oldright;\r
220         v_up = oldup;\r
221 \r
222         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
223         e.pushltime = time + cvar("g_maxpushtime");\r
224 \r
225         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
226         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
227         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
228         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
229         e.predator.stomach_load -= 1;\r
230         e.predator.regurgitate_prepare = 0;\r
231         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
232         Vore_WeightApply(e.predator);\r
233 \r
234         // block firing for a small amount of time, or we'll be firing the next frame\r
235         e.weapon_delay = time + button_delay_time;\r
236         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
237         e.predator = world;\r
238 }\r
239 \r
240 void Vore_DeadPrey_Configure(entity e)\r
241 {\r
242         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
243 \r
244         if(e.fakeprey || e.predator.classname != "player") // already configured\r
245                 return;\r
246 \r
247         // this entity is like e.predator but for dead prey, to avoid conflicts\r
248         e.fakepredator = e.predator;\r
249         e.fakeprey = 2; // is fakeprey in a stomach\r
250 \r
251         // first release the prey from the predator, as dead prey needs to be attached differently\r
252         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
253         e.predator.stomach_load -= 1;\r
254         Vore_WeightApply(e.predator);\r
255         e.predator = world;\r
256 \r
257         // now put our dead prey inside the predator's stomach, but only as an effect\r
258         e.movetype = MOVETYPE_FOLLOW;\r
259         e.takedamage = DAMAGE_NO;\r
260         e.solid = SOLID_NOT;\r
261         e.aiment = e.fakepredator;\r
262 }\r
263 \r
264 void Vore_DeadPrey_Detach(entity e)\r
265 {\r
266         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
267         // should only execute after Vore_DeadPrey_Configure has ran first\r
268 \r
269         if not(cvar("g_vore_keepdeadprey"))\r
270                 return;\r
271 \r
272         e.fakepredator = world;\r
273         e.fakeprey = 1; // was fakeprey but is now detached\r
274         e.aiment = world;\r
275         e.movetype = MOVETYPE_TOSS;\r
276 }\r
277 \r
278 void Vore_PreyRelease(entity e, float pred_disconnect)\r
279 {\r
280         if(pred_disconnect)\r
281         {\r
282                 if(e.fakeprey > 1)\r
283                         Vore_DeadPrey_Detach(e);\r
284                 else\r
285                         Vore_Regurgitate(e);\r
286         }\r
287         else\r
288         {\r
289                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
290                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
291                         Vore_DeadPrey_Configure(e);\r
292                 else\r
293                         Vore_Regurgitate(e);\r
294         }\r
295 }\r
296 \r
297 void Vore_Disconnect()\r
298 {\r
299         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
300 \r
301         // prey disconnects or goes spectating while inside someone's belly\r
302         if(self.predator.classname == "player")\r
303                 Vore_PreyRelease(self, TRUE);\r
304 \r
305         // pred disconnects or goes spectating with players in their belly\r
306         entity head;\r
307         FOR_EACH_PLAYER(head)\r
308         {\r
309                 if(head.predator == self || head.fakepredator == self)\r
310                         Vore_PreyRelease(head, TRUE);\r
311         }\r
312         Vore_GurgleSound(); // stop the gurgling sound\r
313 \r
314         self.stomach_load = self.gravity = 0; // prevents a bug\r
315 }\r
316 \r
317 .float digestion_step;\r
318 void Vore_Digest()\r
319 {\r
320         // apply digestion to prey\r
321 \r
322         if(time > self.predator.digestion_step)\r
323         {\r
324                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
325                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
326                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
327 \r
328                 if (self.predator.digestsound_finished < time)\r
329                 {\r
330                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
331                         self.predator.digestsound_finished = time + 0.5;\r
332                 }\r
333                 self.predator.digestion_step = time + steptime;\r
334         }\r
335 \r
336         if(self.deadflag != DEAD_NO)\r
337         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
338                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
339 }\r
340 \r
341 .float teamheal_step;\r
342 void Vore_Teamheal()\r
343 {\r
344         // apply teamheal\r
345 \r
346         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
347         if(time > self.teamheal_step)\r
348         {\r
349                 self.health += cvar("g_balance_vore_teamheal");\r
350                 self.teamheal_step = time + steptime;\r
351 \r
352                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
353                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
354                 {\r
355                         play2(self, "misc/beep.wav");\r
356                         play2(self.predator, "misc/beep.wav");\r
357                 }\r
358         }\r
359 }\r
360 \r
361 .float stomachkick_delay;\r
362 void Vore_StomachKick()\r
363 {\r
364         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
365 \r
366         if(time > self.stomachkick_delay)\r
367         {\r
368                 float damage;\r
369                 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
370 \r
371                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
372                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
373                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
374                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
375 \r
376                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
377                         Vore_Regurgitate(self);\r
378 \r
379                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
380         }\r
381 }\r
382 \r
383 void Vore_StomachLeave()\r
384 {\r
385         // allows players to get out of their predator at will in some circumstances, such as team mates\r
386 \r
387         if(Vore_CanLeave())\r
388                 Vore_Regurgitate(self);\r
389         else if(time > self.complain_vore)\r
390         {\r
391                 play2(self, "misc/forbidden.wav");\r
392                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
393                 self.complain_vore = time + complain_delay_time;\r
394         }\r
395 }\r
396 \r
397 void Vore_AutoTaunt()\r
398 {\r
399         // triggers ambient vore taunts, for both pred and prey\r
400 \r
401         float taunt_time;\r
402 \r
403         // predator taunts\r
404         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
405         {\r
406                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
407                 {\r
408                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
409                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
410                 }\r
411         }\r
412         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
413         {\r
414                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
415                 SetAutoTaunt(self, 0, 0);\r
416         }\r
417 \r
418         // prey taunts\r
419         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
420         {\r
421                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
422                 {\r
423                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
424                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
425                 }\r
426         }\r
427         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
428         {\r
429                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
430                 SetAutoTaunt(self, 0, 0);\r
431         }\r
432 }\r
433 \r
434 void Vore()\r
435 {\r
436         // main vore code, this is where it all happens\r
437 \r
438         if(!cvar("g_vore")) // the vore system is disabled\r
439         {\r
440                 Vore_Disconnect();\r
441                 return;\r
442         }\r
443 \r
444         Vore_AutoTaunt();\r
445 \r
446         // wash the goo away from players once they leave the stomach\r
447         if(self.predator.classname != "player")\r
448         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
449         if(self.colormod)\r
450         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
451         {\r
452                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
453                 if(self.colormod_x > 1)\r
454                         self.colormod_x = 1;\r
455                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
456                 if(self.colormod_y > 1)\r
457                         self.colormod_y = 1;\r
458                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
459                 if(self.colormod_z > 1)\r
460                         self.colormod_z = 1;\r
461         }\r
462 \r
463         // set all vore stats\r
464         if(self.fakeprey > 1)\r
465                 self.stat_eaten = num_for_edict(self.fakepredator);\r
466         else if(self.predator.classname == "player")\r
467         {\r
468                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
469                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
470                 self.stat_eaten = num_for_edict(self.predator);\r
471         }\r
472         else\r
473         {\r
474                 self.stat_stomachload = self.stomach_load;\r
475                 self.stat_digesting = self.digesting;\r
476                 self.stat_eaten = 0;\r
477         }\r
478         self.stat_canleave = Vore_CanLeave();\r
479 \r
480         // don't allow a player inside a player inside another player :)\r
481         // prevent this by checking if such has happened, and taking the proper measures\r
482         // this code has a high priority and must not be stopped by any delay, so run it here\r
483         if(self.predator.predator.classname == "player")\r
484         {\r
485                 entity target_predator, target_predator_predator, oldself;\r
486                 target_predator = self.predator;\r
487                 target_predator_predator = self.predator.predator;\r
488 \r
489                 Vore_Regurgitate(self);\r
490 \r
491                 // now steal our prey's prey if this probability applies\r
492                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
493                 {\r
494                         oldself = self;\r
495                         self = target_predator_predator;\r
496                         if(Swallow_condition_check(oldself))\r
497                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
498                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
499                                 Vore_Swallow(oldself);\r
500                         self = oldself;\r
501                 }\r
502         }\r
503 \r
504         // apply delays and skip the vore system under some circumstances\r
505         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
506         {\r
507                 Vore_Disconnect();\r
508                 return;\r
509         }\r
510         if(self.spectatee_status)\r
511                 return;\r
512         if(time < self.system_delay)\r
513                 return;\r
514 \r
515 // --------------------------------\r
516 // Code that addresses predators:\r
517 // --------------------------------\r
518 \r
519         entity prey;\r
520         prey = Swallow_player_check();\r
521 \r
522         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
523         self.stat_canswallow = 0;\r
524         if(Swallow_condition_check(prey))\r
525         {\r
526                 // canswallow stat, used by the HUD\r
527                 if(teams_matter && prey.team == self.team)\r
528                         self.stat_canswallow = 2;\r
529                 else\r
530                         self.stat_canswallow = 1;\r
531 \r
532                 if(self.BUTTON_ATCK)\r
533                         Vore_Swallow(prey);\r
534         }\r
535         else if(prey != world)\r
536                 self.stat_canswallow = -1;\r
537 \r
538         // toggle digestion, if the player has someone in their stomach\r
539         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
540         {\r
541                 if(self.stomach_load)\r
542                 {\r
543                         if(time > self.digest_button_delay_time)\r
544                         {\r
545                                 self.digesting = !self.digesting;\r
546                                 self.digest_button_delay_time = time + button_delay_time;\r
547                         }\r
548                 }\r
549                 else if(time > self.complain_vore)\r
550                 {\r
551                         play2(self, "misc/forbidden.wav");\r
552                         sprint(self, "There is nothing to digest\n");\r
553                         self.complain_vore = time + complain_delay_time;\r
554                 }\r
555         }\r
556         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
557                 self.digesting = FALSE;\r
558 \r
559         // predator wishes to regurgitate his prey\r
560         if(self.BUTTON_REGURGITATE)\r
561         {\r
562                 if(self.stomach_load)\r
563                 {\r
564                         if(time > self.regurgitate_button_delay_time)\r
565                         {\r
566                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
567                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
568                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
569                         }\r
570                 }\r
571                 else if(time > self.complain_vore)\r
572                 {\r
573                         play2(self, "misc/forbidden.wav");\r
574                         sprint(self, "There is nothing to regurgitate\n");\r
575                         self.complain_vore = time + complain_delay_time;\r
576                 }\r
577         }\r
578 \r
579         if(cvar("g_vore_gurglesound"))\r
580                 Vore_GurgleSound();\r
581 \r
582 // --------------------------------\r
583 // Code that addresses the prey:\r
584 // --------------------------------\r
585 \r
586         Vore_SetCamera();\r
587 \r
588         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
589         if(self.fakepredator.classname == "player")\r
590         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
591                 Vore_DeadPrey_Detach(self);\r
592 \r
593         if(self.predator.classname != "player")\r
594                 return;\r
595 \r
596         if(self.deadflag != DEAD_NO)\r
597         {\r
598                 Vore_PreyRelease(self, FALSE);\r
599                 return;\r
600         }\r
601 \r
602         if(self.predator.deadflag != DEAD_NO)\r
603                 Vore_Regurgitate(self);\r
604         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
605                 Vore_Regurgitate(self);\r
606 \r
607         // apply delayed regurgitating if it was scheduled\r
608         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
609         {\r
610                 self.predator.regurgitate_prepare = 0;\r
611                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
612                 Vore_Regurgitate(self);\r
613         }\r
614 \r
615         // execute digesting and team healing\r
616         if(self.predator.digesting == TRUE)\r
617                 Vore_Digest();\r
618         if(teams_matter && self.team == self.predator.team)\r
619         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
620                 Vore_Teamheal();\r
621 \r
622         // execute prey commands\r
623         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
624                 Vore_StomachKick();\r
625         if(self.BUTTON_JUMP)\r
626                 Vore_StomachLeave();\r
627 \r
628         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
629         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
630         kh_Key_DropAll(self, FALSE);\r
631 }