]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Remove the smooth camera for prey entering the stomach. It was ugly to begin with...
[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                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
42                 {\r
43                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
44                         {\r
45                                 play2(self, "misc/forbidden.wav");\r
46                                 sprint(self, "You cannot swallow your team mates\n");\r
47                                 self.complain_vore = time + complain_delay_time;\r
48                         }\r
49                         return FALSE;\r
50                 }\r
51 \r
52                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
53                 {\r
54                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
55                         {\r
56                                 play2(self, "misc/forbidden.wav");\r
57                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
58                                 self.complain_vore = time + complain_delay_time;\r
59                         }\r
60                         return FALSE;\r
61                 }\r
62 \r
63                 if(cvar("g_vore_biggergut"))\r
64                 if(prey.stomach_load > self.stomach_load)\r
65                 {\r
66                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
67                         {\r
68                                 play2(self, "misc/forbidden.wav");\r
69                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
70                                 self.complain_vore = time + complain_delay_time;\r
71                         }\r
72                         return FALSE;\r
73                 }\r
74 \r
75                 if(!cvar("g_vore_spawnshield"))\r
76                 if(prey.spawnshieldtime > time)\r
77                 {\r
78                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
79                         {\r
80                                 play2(self, "misc/forbidden.wav");\r
81                                 sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
82                                 self.complain_vore = time + complain_delay_time;\r
83                         }\r
84                         return FALSE;\r
85                 }\r
86 \r
87                 return TRUE;\r
88         }\r
89         return FALSE;\r
90 }\r
91 \r
92 float Stomach_TeamMates_check(entity pred)\r
93 {\r
94         // checks if a player's stomach contains any team mates\r
95 \r
96         entity head;\r
97         if(teams_matter)\r
98         {\r
99                 FOR_EACH_PLAYER(head)\r
100                 {\r
101                         if(head.predator == pred && head.team == pred.team)\r
102                                 return TRUE;\r
103                 }\r
104         }\r
105         return FALSE;\r
106 }\r
107 \r
108 float Vore_CanLeave()\r
109 {\r
110         if(self.predator.classname == "player")\r
111         {\r
112                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
113                         return TRUE;\r
114                 if(teams_matter && self.team == self.predator.team)\r
115                         return TRUE;\r
116                 if(g_rpg && cvar("g_rpg_canleave"))\r
117                         return TRUE;\r
118         }\r
119         return FALSE;\r
120 }\r
121 \r
122 // position the camera properly for prey\r
123 void Vore_SetCamera()\r
124 {\r
125         if not(self.predator.classname == "player" || self.fakeprey > 1)\r
126                 return;\r
127 \r
128         self.view_ofs = PL_PREY_VIEW_OFS;\r
129 \r
130         float prey_height;\r
131         if(self.fakeprey > 1)\r
132                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
133         else\r
134                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
135         self.view_ofs_z += prey_height;\r
136 }\r
137 \r
138 .float gurgle_oldstomachload;\r
139 void Vore_GurgleSound()\r
140 {\r
141         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
142         {\r
143                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
144 \r
145                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
146                 self.gurgle_oldstomachload = self.stomach_load;\r
147         }\r
148 }\r
149 \r
150 void Vore_WeightApply(entity e)\r
151 {\r
152         // apply stomach weight that makes you heavier the more you eat\r
153         // slowing the player is done in cl_physics.qc\r
154 \r
155         if(e.stomach_load != e.vore_oldstomachload)\r
156                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
157         if(e.gravity == 0)\r
158                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
159         e.vore_oldstomachload = e.stomach_load;\r
160 }\r
161 \r
162 void Vore_AutoDigest(entity e)\r
163 {\r
164         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
165 \r
166         if(!cvar("g_vore_digestion") || e.digesting)\r
167                 return;\r
168         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
169                 return; // this feature is only for players, not bots\r
170         if(e.stomach_load > 1)\r
171                 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
172         if(Stomach_TeamMates_check(e))\r
173                 return; // never begin automatic digestion if we've swallowed a team mate\r
174 \r
175         e.digesting = TRUE;\r
176 }\r
177 \r
178 .entity pusher;\r
179 .float pushltime;\r
180 void Vore_Swallow(entity e)\r
181 {\r
182         // this player is being swallowed by another player, apply the proper changes\r
183 \r
184         e.vore_oldmovetype = e.movetype;\r
185         e.vore_oldsolid = e.solid;\r
186 \r
187         e.predator = self;\r
188         setorigin(e, e.predator.origin);\r
189         e.velocity = '0 0 0';\r
190         e.movetype = MOVETYPE_FOLLOW;\r
191         e.solid = SOLID_NOT;\r
192         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
193 \r
194         // drop keys (KH) and flags (CTF) when we get swallowed\r
195         kh_Key_DropAll(e, FALSE);\r
196         if(e.flagcarried)\r
197                 DropFlag(e.flagcarried, world, e.predator);\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 -= cvar("g_balance_vore_swallow_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 \r
234         // apply velocities\r
235         local vector oldforward, oldright, oldup;\r
236         oldforward = v_forward;\r
237         oldright = v_right;\r
238         oldup = v_up;\r
239         makevectors(e.predator.v_angle);\r
240         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
241         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
242         v_forward = oldforward;\r
243         v_right = oldright;\r
244         v_up = oldup;\r
245 \r
246         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
247         e.pushltime = time + cvar("g_maxpushtime");\r
248 \r
249         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
250         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
251         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
252         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
253         e.predator.stomach_load -= 1;\r
254         e.predator.regurgitate_prepare = 0;\r
255         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
256         Vore_WeightApply(e.predator);\r
257 \r
258         // block firing for a small amount of time, or we'll be firing the next frame\r
259         e.weapon_delay = time + button_delay_time;\r
260         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
261         e.predator = world;\r
262 }\r
263 \r
264 void Vore_DeadPrey_Configure(entity e)\r
265 {\r
266         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
267 \r
268         if(e.fakeprey || e.predator.classname != "player") // already configured\r
269                 return;\r
270 \r
271         // this entity is like e.predator but for dead prey, to avoid conflicts\r
272         e.fakepredator = e.predator;\r
273         e.fakeprey = 2; // is fakeprey in a stomach\r
274 \r
275         // first release the prey from the predator, as dead prey needs to be attached differently\r
276         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
277         e.predator.stomach_load -= 1;\r
278         Vore_WeightApply(e.predator);\r
279         e.predator = world;\r
280 \r
281         // now put our dead prey inside the predator's stomach, but only as an effect\r
282         e.movetype = MOVETYPE_FOLLOW;\r
283         e.takedamage = DAMAGE_NO;\r
284         e.solid = SOLID_NOT;\r
285         e.aiment = e.fakepredator;\r
286 }\r
287 \r
288 void Vore_DeadPrey_Detach(entity e)\r
289 {\r
290         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
291         // should only execute after Vore_DeadPrey_Configure has ran first\r
292 \r
293         if not(cvar("g_vore_keepdeadprey"))\r
294                 return;\r
295 \r
296         e.fakepredator = world;\r
297         e.fakeprey = 1; // was fakeprey but is now detached\r
298         e.aiment = world;\r
299         e.movetype = MOVETYPE_TOSS;\r
300 }\r
301 \r
302 void Vore_PreyRelease(entity e, float pred_disconnect)\r
303 {\r
304         if(pred_disconnect)\r
305         {\r
306                 if(e.fakeprey > 1)\r
307                         Vore_DeadPrey_Detach(e);\r
308                 else\r
309                         Vore_Regurgitate(e);\r
310         }\r
311         else\r
312         {\r
313                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
314                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
315                         Vore_DeadPrey_Configure(e);\r
316                 else\r
317                         Vore_Regurgitate(e);\r
318         }\r
319 }\r
320 \r
321 void Vore_Disconnect()\r
322 {\r
323         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
324 \r
325         // prey disconnects or goes spectating while inside someone's belly\r
326         if(self.predator.classname == "player")\r
327                 Vore_PreyRelease(self, TRUE);\r
328 \r
329         // pred disconnects or goes spectating with players in their belly\r
330         entity head;\r
331         FOR_EACH_PLAYER(head)\r
332         {\r
333                 if(head.predator == self || head.fakepredator == self)\r
334                         Vore_PreyRelease(head, TRUE);\r
335         }\r
336         Vore_GurgleSound(); // stop the gurgling sound\r
337 \r
338         self.stomach_load = self.gravity = 0; // prevents a bug\r
339 }\r
340 \r
341 .float digestion_step;\r
342 void Vore_Digest()\r
343 {\r
344         // apply digestion to prey\r
345 \r
346         if(time > self.predator.digestion_step)\r
347         {\r
348                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
349                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
350                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
351 \r
352                 if (self.predator.digestsound_finished < time)\r
353                 {\r
354                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
355                         self.predator.digestsound_finished = time + 0.5;\r
356                 }\r
357                 self.predator.digestion_step = time + steptime;\r
358         }\r
359 \r
360         if(self.deadflag != DEAD_NO)\r
361         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
362                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
363 }\r
364 \r
365 .float teamheal_step;\r
366 void Vore_Teamheal()\r
367 {\r
368         // apply teamheal\r
369 \r
370         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
371         if(time > self.teamheal_step)\r
372         {\r
373                 self.health += cvar("g_balance_vore_teamheal");\r
374                 self.teamheal_step = time + steptime;\r
375 \r
376                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
377                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
378                 {\r
379                         play2(self, "misc/beep.wav");\r
380                         play2(self.predator, "misc/beep.wav");\r
381                 }\r
382         }\r
383 }\r
384 \r
385 .float stomachkick_delay;\r
386 void Vore_StomachKick()\r
387 {\r
388         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
389 \r
390         if(time > self.stomachkick_delay)\r
391         {\r
392                 float damage;\r
393                 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
394 \r
395                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
396                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
397                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
398                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
399 \r
400                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
401                         Vore_Regurgitate(self);\r
402 \r
403                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
404         }\r
405 }\r
406 \r
407 void Vore_StomachLeave()\r
408 {\r
409         // allows players to get out of their predator at will in some circumstances, such as team mates\r
410 \r
411         if(Vore_CanLeave())\r
412                 Vore_Regurgitate(self);\r
413         else if(time > self.complain_vore)\r
414         {\r
415                 play2(self, "misc/forbidden.wav");\r
416                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
417                 self.complain_vore = time + complain_delay_time;\r
418         }\r
419 }\r
420 \r
421 void Vore_AutoTaunt()\r
422 {\r
423         // triggers ambient vore taunts, for both pred and prey\r
424 \r
425         float taunt_time;\r
426 \r
427         // predator taunts\r
428         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
429         {\r
430                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
431                 {\r
432                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
433                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
434                 }\r
435         }\r
436         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
437         {\r
438                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
439                 SetAutoTaunt(self, 0, 0);\r
440         }\r
441 \r
442         // prey taunts\r
443         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
444         {\r
445                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
446                 {\r
447                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
448                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
449                 }\r
450         }\r
451         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
452         {\r
453                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
454                 SetAutoTaunt(self, 0, 0);\r
455         }\r
456 }\r
457 \r
458 void Vore()\r
459 {\r
460         // main vore code, this is where it all happens\r
461 \r
462         if(!cvar("g_vore")) // the vore system is disabled\r
463         {\r
464                 Vore_Disconnect();\r
465                 return;\r
466         }\r
467 \r
468         Vore_AutoTaunt();\r
469 \r
470         // wash the goo away from players once they leave the stomach\r
471         if(self.predator.classname != "player")\r
472         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
473         if(self.colormod)\r
474         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
475         {\r
476                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
477                 if(self.colormod_x > 1)\r
478                         self.colormod_x = 1;\r
479                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
480                 if(self.colormod_y > 1)\r
481                         self.colormod_y = 1;\r
482                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
483                 if(self.colormod_z > 1)\r
484                         self.colormod_z = 1;\r
485         }\r
486 \r
487         // set all vore stats\r
488         if(self.fakeprey > 1)\r
489                 self.stat_eaten = num_for_edict(self.fakepredator);\r
490         else 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         Vore_SetCamera();\r
611 \r
612         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
613         if(self.fakepredator.classname == "player")\r
614         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
615                 Vore_DeadPrey_Detach(self);\r
616 \r
617         if(self.predator.classname != "player")\r
618                 return;\r
619 \r
620         if(self.deadflag != DEAD_NO)\r
621         {\r
622                 Vore_PreyRelease(self, FALSE);\r
623                 return;\r
624         }\r
625 \r
626         if(self.predator.deadflag != DEAD_NO)\r
627                 Vore_Regurgitate(self);\r
628         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
629                 Vore_Regurgitate(self);\r
630 \r
631         // apply delayed regurgitating if it was scheduled\r
632         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
633         {\r
634                 self.predator.regurgitate_prepare = 0;\r
635                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
636                 Vore_Regurgitate(self);\r
637         }\r
638 \r
639         // execute digesting and team healing\r
640         if(self.predator.digesting == TRUE)\r
641                 Vore_Digest();\r
642         if(teams_matter && self.team == self.predator.team)\r
643         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
644                 Vore_Teamheal();\r
645 \r
646         // execute prey commands\r
647         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
648                 Vore_StomachKick();\r
649         if(self.BUTTON_JUMP)\r
650                 Vore_StomachLeave();\r
651 \r
652         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
653         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
654         kh_Key_DropAll(self, FALSE);\r
655 }