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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 vore_w_shotorg, vore_w_shotdir;\r
16         vore_w_shotorg = self.origin + self.view_ofs;\r
17         vore_w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_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 && self.BUTTON_ATCK)\r
39                         {\r
40                                 play2(self, "misc/forbidden.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 && self.BUTTON_ATCK)\r
50                         {\r
51                                 play2(self, "misc/forbidden.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 && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.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 Stomach_TeamMates_check(entity pred)\r
76 {\r
77         // checks if a player's stomach contains any team mates\r
78 \r
79         entity head;\r
80         if(teams_matter)\r
81         {\r
82                 FOR_EACH_PLAYER(head)\r
83                 {\r
84                         if(head.predator == pred && head.team == pred.team)\r
85                                 return TRUE;\r
86                 }\r
87         }\r
88         return FALSE;\r
89 }\r
90 \r
91 float Vore_CanLeave()\r
92 {\r
93         if(self.predator.classname == "player")\r
94         {\r
95                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
96                         return TRUE;\r
97                 if(teams_matter && self.team == self.predator.team)\r
98                         return TRUE;\r
99                 if(g_rpg && cvar("g_rpg_canleave"))\r
100                         return TRUE;\r
101         }\r
102         return FALSE;\r
103 }\r
104 \r
105 // make the camera smoothly lower itself when we get swallowed\r
106 // 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
107 .float cameraeffect_current, cameraeffect_target;\r
108 void Vore_CameraEffect_Set(entity e)\r
109 {\r
110         e.cameraeffect_current = 1;\r
111         e.cameraeffect_target = 2;\r
112 }\r
113 void Vore_CameraEffect_Apply()\r
114 {\r
115         if(self.predator.classname != "player")\r
116                 return;\r
117 \r
118         if(self.cvar_cl_vore_cameraspeed)\r
119         {\r
120                 local float step;\r
121                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
122 \r
123                 // not sure if these maths are good, as the effect should be smoother\r
124                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
125                         self.cameraeffect_current -= step;\r
126                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
127                         self.cameraeffect_current += step;\r
128         }\r
129         else\r
130                 self.cameraeffect_current = self.cameraeffect_target;\r
131 \r
132         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
133 }\r
134 \r
135 .float gurgle_oldstomachload;\r
136 void Vore_GurgleSound()\r
137 {\r
138         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
139         {\r
140                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
141 \r
142                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
143                 self.gurgle_oldstomachload = self.stomach_load;\r
144         }\r
145 }\r
146 \r
147 void Vore_WeightApply(entity e)\r
148 {\r
149         // apply stomach weight that makes you heavier the more you eat\r
150         // slowing the player is done in cl_physics.qc\r
151 \r
152         if(e.stomach_load != e.vore_oldstomachload)\r
153                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
154         if(e.gravity == 0)\r
155                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
156         e.vore_oldstomachload = e.stomach_load;\r
157 }\r
158 \r
159 void Vore_AutoDigest(entity e)\r
160 {\r
161         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
162 \r
163         if(!cvar("g_vore_digestion") || e.digesting)\r
164                 return;\r
165         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
166                 return; // this feature is only for players, not bots\r
167         if(e.stomach_load > 1)\r
168                 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
169         if(Stomach_TeamMates_check(e))\r
170                 return; // never begin automatic digestion if we've swallowed a team mate\r
171 \r
172         e.digesting = TRUE;\r
173 }\r
174 \r
175 .entity pusher;\r
176 .float pushltime;\r
177 void Vore_Swallow(entity e)\r
178 {\r
179         // this player is being swallowed by another player, apply the proper changes\r
180 \r
181         e.vore_oldmovetype = e.movetype;\r
182         e.vore_oldsolid = e.solid;\r
183 \r
184         e.predator = self;\r
185         setorigin(e, e.predator.origin);\r
186         e.velocity = '0 0 0';\r
187         e.movetype = MOVETYPE_FOLLOW;\r
188         e.solid = SOLID_NOT;\r
189         e.alpha = -1; // best way of hiding the eaten player\r
190         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
191 \r
192         // drop keys (KH) and flags (CTF) when we get swallowed\r
193         kh_Key_DropAll(e, FALSE);\r
194         if(e.flagcarried)\r
195                 DropFlag(e.flagcarried, world, e.predator);\r
196 \r
197         Vore_CameraEffect_Set(e);\r
198 \r
199         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
200                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
201 \r
202         if(teams_matter && e.team == e.predator.team)\r
203         {\r
204                 if(cvar("g_vore_kick"))\r
205                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
206                 if(cvar("g_vore_digestion"))\r
207                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
208         }\r
209 \r
210         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
211         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
212         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
213         e.predator.stomach_load += 1;\r
214         e.predator.regurgitate_prepare = 0;\r
215         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
216         Vore_WeightApply(e.predator);\r
217         Vore_AutoDigest(e.predator);\r
218 \r
219         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
220         e.predator.weapon_delay = time + button_delay_time;\r
221         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
222         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
223 }\r
224 \r
225 void Vore_Regurgitate(entity e)\r
226 {\r
227         // this player is being regurgitated by their predator, apply the proper changes\r
228 \r
229         e.movetype = e.vore_oldmovetype;\r
230         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
231                 e.solid = e.vore_oldsolid;\r
232         e.view_ofs_z = PL_VIEW_OFS_z;\r
233         e.alpha = default_player_alpha;\r
234 \r
235         // apply velocities\r
236         local vector oldforward, oldright, oldup;\r
237         oldforward = v_forward;\r
238         oldright = v_right;\r
239         oldup = v_up;\r
240         makevectors(e.predator.v_angle);\r
241         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
242         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
243         v_forward = oldforward;\r
244         v_right = oldright;\r
245         v_up = oldup;\r
246 \r
247         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
248         e.pushltime = time + cvar("g_maxpushtime");\r
249 \r
250         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
251         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
252         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
253         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
254         e.predator.stomach_load -= 1;\r
255         e.predator.regurgitate_prepare = 0;\r
256         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
257         Vore_WeightApply(e.predator);\r
258 \r
259         // block firing for a small amount of time, or we'll be firing the next frame\r
260         e.weapon_delay = time + button_delay_time;\r
261         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
262         e.predator = world;\r
263 }\r
264 \r
265 void Vore_DeadPrey_Configure(entity e)\r
266 {\r
267         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
268 \r
269         if(e.fakeprey || e.predator.classname != "player") // already configured\r
270                 return;\r
271 \r
272         // this entity is like e.predator but for dead prey, to avoid conflicts\r
273         e.fakepredator = e.predator;\r
274         e.fakeprey = TRUE;\r
275 \r
276         // first release the prey from the predator, as dead prey needs to be attached differently\r
277         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
278         e.predator.stomach_load -= 1;\r
279         Vore_WeightApply(e.predator);\r
280         e.predator = world;\r
281 \r
282         // now put our dead prey inside the predator's stomach, but only as an effect\r
283         e.movetype = MOVETYPE_FOLLOW;\r
284         e.takedamage = DAMAGE_NO;\r
285         e.solid = SOLID_NOT;\r
286         e.aiment = e.fakepredator;\r
287 \r
288         // completely remove the dead body\r
289         e.modelindex = 0;\r
290 }\r
291 \r
292 void Vore_DeadPrey_Detach(entity e)\r
293 {\r
294         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
295         // should only execute after Vore_DeadPrey_Configure has ran first\r
296 \r
297         if not(cvar("g_vore_keepdeadprey"))\r
298                 return;\r
299 \r
300         e.fakepredator = world;\r
301         e.fakeprey = FALSE;\r
302         e.aiment = world;\r
303         e.movetype = MOVETYPE_TOSS;\r
304 }\r
305 \r
306 void Vore_PreyRelease(entity e, float pred_disconnect)\r
307 {\r
308         // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
309         if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
310         {\r
311                 // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
312                 if(pred_disconnect)\r
313                 {\r
314                         if(e.fakeprey)\r
315                                 Vore_DeadPrey_Detach(e);\r
316                 }\r
317                 else\r
318                         Vore_DeadPrey_Configure(e);\r
319         }\r
320         else\r
321                 Vore_Regurgitate(e);\r
322 }\r
323 \r
324 void Vore_Disconnect()\r
325 {\r
326         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
327 \r
328         // prey disconnects or goes spectating while inside someone's belly\r
329         if(self.predator.classname == "player")\r
330                 Vore_PreyRelease(self, TRUE);\r
331 \r
332         // pred disconnects or goes spectating with players in their belly\r
333         entity head;\r
334         FOR_EACH_PLAYER(head)\r
335         {\r
336                 if(head.predator == self || head.fakepredator == self)\r
337                         Vore_PreyRelease(head, TRUE);\r
338         }\r
339         Vore_GurgleSound(); // stop the gurgling sound\r
340 \r
341         self.stomach_load = self.gravity = 0; // prevents a bug\r
342 }\r
343 \r
344 .float digestion_step;\r
345 void Vore_Digest()\r
346 {\r
347         // apply digestion to prey\r
348 \r
349         if(time > self.predator.digestion_step)\r
350         {\r
351                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
352                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
353                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
354 \r
355                 if (self.predator.digestsound_finished < time)\r
356                 {\r
357                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
358                         self.predator.digestsound_finished = time + 0.5;\r
359                 }\r
360                 self.predator.digestion_step = time + steptime;\r
361         }\r
362 \r
363         if(self.health <= 0)\r
364         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
365                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
366 }\r
367 \r
368 .float teamheal_step;\r
369 void Vore_Teamheal()\r
370 {\r
371         // apply teamheal\r
372 \r
373         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
374         if(time > self.teamheal_step)\r
375         {\r
376                 self.health += cvar("g_balance_vore_teamheal");\r
377                 self.teamheal_step = time + steptime;\r
378 \r
379                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
380                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
381                 {\r
382                         play2(self, "misc/beep.wav");\r
383                         play2(self.predator, "misc/beep.wav");\r
384                 }\r
385         }\r
386 }\r
387 \r
388 .float stomachkick_delay;\r
389 void Vore_StomachKick()\r
390 {\r
391         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
392 \r
393         if(time > self.stomachkick_delay)\r
394         {\r
395                 float damage;\r
396                 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
397 \r
398                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
399                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
400                 self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
401 \r
402                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
403                         Vore_Regurgitate(self);\r
404 \r
405                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
406         }\r
407 }\r
408 \r
409 void Vore_StomachLeave()\r
410 {\r
411         // allows players to get out of their predator at will in some circumstances, such as team mates\r
412 \r
413         if(Vore_CanLeave())\r
414                 Vore_Regurgitate(self);\r
415         else if(time > self.complain_vore)\r
416         {\r
417                 play2(self, "misc/forbidden.wav");\r
418                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
419                 self.complain_vore = time + complain_delay_time;\r
420         }\r
421 }\r
422 \r
423 void Vore_AutoTaunt()\r
424 {\r
425         // triggers ambient vore taunts, for both pred and prey\r
426 \r
427         float taunt_time;\r
428 \r
429         // predator taunts\r
430         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
431         {\r
432                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
433                 {\r
434                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
435                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
436                 }\r
437         }\r
438         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
439         {\r
440                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
441                 SetAutoTaunt(self, 0, 0);\r
442         }\r
443 \r
444         // prey taunts\r
445         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
446         {\r
447                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
448                 {\r
449                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
450                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
451                 }\r
452         }\r
453         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
454         {\r
455                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
456                 SetAutoTaunt(self, 0, 0);\r
457         }\r
458 }\r
459 \r
460 void Vore()\r
461 {\r
462         // main vore code, this is where it all happens\r
463 \r
464         if(!cvar("g_vore")) // the vore system is disabled\r
465         {\r
466                 Vore_Disconnect();\r
467                 return;\r
468         }\r
469 \r
470         Vore_AutoTaunt();\r
471 \r
472         // wash the goo away from players once they leave the stomach\r
473         if(self.predator.classname != "player")\r
474         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
475         if(self.colormod)\r
476         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
477         {\r
478                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
479                 if(self.colormod_x > 1)\r
480                         self.colormod_x = 1;\r
481                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
482                 if(self.colormod_y > 1)\r
483                         self.colormod_y = 1;\r
484                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
485                 if(self.colormod_z > 1)\r
486                         self.colormod_z = 1;\r
487         }\r
488 \r
489         // set all vore related stats\r
490         if(self.predator.classname == "player")\r
491         {\r
492                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
493                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
494                 self.stat_eaten = num_for_edict(self.predator);\r
495         }\r
496         else\r
497         {\r
498                 self.stat_stomachload = self.stomach_load;\r
499                 self.stat_digesting = self.digesting;\r
500                 self.stat_eaten = 0;\r
501         }\r
502         self.stat_canleave = Vore_CanLeave();\r
503 \r
504         // don't allow a player inside a player inside another player :)\r
505         // prevent this by checking if such has happened, and taking the proper measures\r
506         // this code has a high priority and must not be stopped by any delay, so run it here\r
507         if(self.predator.predator.classname == "player")\r
508         {\r
509                 entity target_predator, target_predator_predator, oldself;\r
510                 target_predator = self.predator;\r
511                 target_predator_predator = self.predator.predator;\r
512 \r
513                 Vore_Regurgitate(self);\r
514 \r
515                 // now steal our prey's prey if this probability applies\r
516                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
517                 {\r
518                         oldself = self;\r
519                         self = target_predator_predator;\r
520                         if(Swallow_condition_check(oldself))\r
521                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
522                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
523                                 Vore_Swallow(oldself);\r
524                         self = oldself;\r
525                 }\r
526         }\r
527 \r
528         // apply delays and skip the vore system under some circumstances\r
529         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
530         {\r
531                 Vore_Disconnect();\r
532                 return;\r
533         }\r
534         if(self.spectatee_status)\r
535                 return;\r
536         if(time < self.system_delay)\r
537                 return;\r
538 \r
539 // --------------------------------\r
540 // Code that addresses predators:\r
541 // --------------------------------\r
542 \r
543         entity prey;\r
544         prey = Swallow_player_check();\r
545 \r
546         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
547         self.stat_canswallow = 0;\r
548         if(Swallow_condition_check(prey))\r
549         {\r
550                 // canswallow stat, used by the HUD\r
551                 if(teams_matter && prey.team == self.team)\r
552                         self.stat_canswallow = 2;\r
553                 else\r
554                         self.stat_canswallow = 1;\r
555 \r
556                 if(self.BUTTON_ATCK)\r
557                         Vore_Swallow(prey);\r
558         }\r
559         else if(prey != world)\r
560                 self.stat_canswallow = -1;\r
561 \r
562         // toggle digestion, if the player has someone in their stomach\r
563         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
564         {\r
565                 if(self.stomach_load)\r
566                 {\r
567                         if(time > self.digest_button_delay_time)\r
568                         {\r
569                                 self.digesting = !self.digesting;\r
570                                 self.digest_button_delay_time = time + button_delay_time;\r
571                         }\r
572                 }\r
573                 else if(time > self.complain_vore)\r
574                 {\r
575                         play2(self, "misc/forbidden.wav");\r
576                         sprint(self, "There is nothing to digest\n");\r
577                         self.complain_vore = time + complain_delay_time;\r
578                 }\r
579         }\r
580         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
581                 self.digesting = FALSE;\r
582 \r
583         // predator wishes to regurgitate his prey\r
584         if(self.BUTTON_REGURGITATE)\r
585         {\r
586                 if(self.stomach_load)\r
587                 {\r
588                         if(time > self.regurgitate_button_delay_time)\r
589                         {\r
590                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
591                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
592                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
593                         }\r
594                 }\r
595                 else if(time > self.complain_vore)\r
596                 {\r
597                         play2(self, "misc/forbidden.wav");\r
598                         sprint(self, "There is nothing to regurgitate\n");\r
599                         self.complain_vore = time + complain_delay_time;\r
600                 }\r
601         }\r
602 \r
603         if(cvar("g_vore_gurglesound"))\r
604                 Vore_GurgleSound();\r
605 \r
606 // --------------------------------\r
607 // Code that addresses the prey:\r
608 // --------------------------------\r
609 \r
610         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
611         if(self.fakepredator.classname == "player")\r
612         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
613                 Vore_DeadPrey_Detach(self);\r
614 \r
615         if(self.predator.classname != "player")\r
616                 return;\r
617 \r
618         if(self.deadflag)\r
619         {\r
620                 Vore_PreyRelease(self, FALSE);\r
621                 return;\r
622         }\r
623 \r
624         if(self.predator.deadflag)\r
625                 Vore_Regurgitate(self);\r
626         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
627                 Vore_Regurgitate(self);\r
628 \r
629         // apply delayed regurgitating if it was scheduled\r
630         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
631         {\r
632                 self.predator.regurgitate_prepare = 0;\r
633                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
634                 Vore_Regurgitate(self);\r
635         }\r
636 \r
637         // execute digesting and team healing\r
638         if(self.predator.digesting == TRUE)\r
639                 Vore_Digest();\r
640         if(teams_matter && self.team == self.predator.team)\r
641         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
642                 Vore_Teamheal();\r
643 \r
644         // execute prey commands\r
645         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
646                 Vore_StomachKick();\r
647         if(self.BUTTON_JUMP)\r
648                 Vore_StomachLeave();\r
649 \r
650         Vore_CameraEffect_Apply();\r
651 }