Same for fake predator
[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 // make the camera smoothly lower itself when we get swallowed\r
123 // 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
124 .float cameraeffect_current, cameraeffect_target;\r
125 void Vore_CameraEffect_Set(entity e)\r
126 {\r
127         e.cameraeffect_current = 1;\r
128         e.cameraeffect_target = 2;\r
129 }\r
130 void Vore_CameraEffect_Apply()\r
131 {\r
132         if not(self.predator.classname == "player" || self.fakeprey)\r
133                 return;\r
134 \r
135         if(self.cvar_cl_vore_cameraspeed)\r
136         {\r
137                 local float step;\r
138                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
139 \r
140                 // not sure if these maths are good, as the effect should be smoother\r
141                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
142                         self.cameraeffect_current -= step;\r
143                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
144                         self.cameraeffect_current += step;\r
145         }\r
146         else\r
147                 self.cameraeffect_current = self.cameraeffect_target;\r
148 \r
149         self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
150         if(self.predator.scale)\r
151                 self.view_ofs_z *= self.predator.scale;\r
152         else if(self.fakepredator.scale)\r
153                 self.view_ofs_z *= self.fakepredator.scale;\r
154 }\r
155 \r
156 .float gurgle_oldstomachload;\r
157 void Vore_GurgleSound()\r
158 {\r
159         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
160         {\r
161                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
162 \r
163                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
164                 self.gurgle_oldstomachload = self.stomach_load;\r
165         }\r
166 }\r
167 \r
168 void Vore_WeightApply(entity e)\r
169 {\r
170         // apply stomach weight that makes you heavier the more you eat\r
171         // slowing the player is done in cl_physics.qc\r
172 \r
173         if(e.stomach_load != e.vore_oldstomachload)\r
174                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
175         if(e.gravity == 0)\r
176                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
177         e.vore_oldstomachload = e.stomach_load;\r
178 }\r
179 \r
180 void Vore_AutoDigest(entity e)\r
181 {\r
182         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
183 \r
184         if(!cvar("g_vore_digestion") || e.digesting)\r
185                 return;\r
186         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
187                 return; // this feature is only for players, not bots\r
188         if(e.stomach_load > 1)\r
189                 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
190         if(Stomach_TeamMates_check(e))\r
191                 return; // never begin automatic digestion if we've swallowed a team mate\r
192 \r
193         e.digesting = TRUE;\r
194 }\r
195 \r
196 .entity pusher;\r
197 .float pushltime;\r
198 void Vore_Swallow(entity e)\r
199 {\r
200         // this player is being swallowed by another player, apply the proper changes\r
201 \r
202         e.vore_oldmovetype = e.movetype;\r
203         e.vore_oldsolid = e.solid;\r
204 \r
205         e.predator = self;\r
206         setorigin(e, e.predator.origin);\r
207         e.velocity = '0 0 0';\r
208         e.movetype = MOVETYPE_FOLLOW;\r
209         e.solid = SOLID_NOT;\r
210         e.alpha = -1; // best way of hiding the eaten player\r
211         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
212 \r
213         // drop keys (KH) and flags (CTF) when we get swallowed\r
214         kh_Key_DropAll(e, FALSE);\r
215         if(e.flagcarried)\r
216                 DropFlag(e.flagcarried, world, e.predator);\r
217 \r
218         Vore_CameraEffect_Set(e);\r
219 \r
220         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
221                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
222 \r
223         if(teams_matter && e.team == e.predator.team)\r
224         {\r
225                 if(cvar("g_vore_kick"))\r
226                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
227                 if(cvar("g_vore_digestion"))\r
228                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
229         }\r
230 \r
231         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
232         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
233         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
234         e.predator.stomach_load += 1;\r
235         e.predator.regurgitate_prepare = 0;\r
236         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
237         Vore_WeightApply(e.predator);\r
238         Vore_AutoDigest(e.predator);\r
239 \r
240         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
241         e.predator.weapon_delay = time + button_delay_time;\r
242         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
243         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
244 }\r
245 \r
246 void Vore_Regurgitate(entity e)\r
247 {\r
248         // this player is being regurgitated by their predator, apply the proper changes\r
249 \r
250         e.movetype = e.vore_oldmovetype;\r
251         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
252                 e.solid = e.vore_oldsolid;\r
253         e.view_ofs_z = PL_VIEW_OFS_z;\r
254         e.alpha = default_player_alpha;\r
255 \r
256         // apply velocities\r
257         local vector oldforward, oldright, oldup;\r
258         oldforward = v_forward;\r
259         oldright = v_right;\r
260         oldup = v_up;\r
261         makevectors(e.predator.v_angle);\r
262         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
263         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
264         v_forward = oldforward;\r
265         v_right = oldright;\r
266         v_up = oldup;\r
267 \r
268         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
269         e.pushltime = time + cvar("g_maxpushtime");\r
270 \r
271         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
272         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
273         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
274         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
275         e.predator.stomach_load -= 1;\r
276         e.predator.regurgitate_prepare = 0;\r
277         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
278         Vore_WeightApply(e.predator);\r
279 \r
280         // block firing for a small amount of time, or we'll be firing the next frame\r
281         e.weapon_delay = time + button_delay_time;\r
282         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
283         e.predator = world;\r
284 }\r
285 \r
286 void Vore_DeadPrey_Configure(entity e)\r
287 {\r
288         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
289 \r
290         if(e.fakeprey || e.predator.classname != "player") // already configured\r
291                 return;\r
292 \r
293         // this entity is like e.predator but for dead prey, to avoid conflicts\r
294         e.fakepredator = e.predator;\r
295         e.fakeprey = TRUE;\r
296 \r
297         // first release the prey from the predator, as dead prey needs to be attached differently\r
298         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
299         e.predator.stomach_load -= 1;\r
300         Vore_WeightApply(e.predator);\r
301         e.predator = world;\r
302 \r
303         // now put our dead prey inside the predator's stomach, but only as an effect\r
304         e.movetype = MOVETYPE_FOLLOW;\r
305         e.takedamage = DAMAGE_NO;\r
306         e.solid = SOLID_NOT;\r
307         e.aiment = e.fakepredator;\r
308 \r
309         // completely remove the dead body\r
310         e.modelindex = 0;\r
311 }\r
312 \r
313 void Vore_DeadPrey_Detach(entity e)\r
314 {\r
315         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
316         // should only execute after Vore_DeadPrey_Configure has ran first\r
317 \r
318         if not(cvar("g_vore_keepdeadprey"))\r
319                 return;\r
320 \r
321         e.fakepredator = world;\r
322         e.fakeprey = FALSE;\r
323         e.aiment = world;\r
324         e.movetype = MOVETYPE_TOSS;\r
325 }\r
326 \r
327 void Vore_PreyRelease(entity e, float pred_disconnect)\r
328 {\r
329         if(pred_disconnect)\r
330         {\r
331                 if(e.fakeprey)\r
332                         Vore_DeadPrey_Detach(e);\r
333                 else\r
334                         Vore_Regurgitate(e);\r
335         }\r
336         else\r
337         {\r
338                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
339                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
340                         Vore_DeadPrey_Configure(e);\r
341                 else\r
342                         Vore_Regurgitate(e);\r
343         }\r
344 }\r
345 \r
346 void Vore_Disconnect()\r
347 {\r
348         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
349 \r
350         // prey disconnects or goes spectating while inside someone's belly\r
351         if(self.predator.classname == "player")\r
352                 Vore_PreyRelease(self, TRUE);\r
353 \r
354         // pred disconnects or goes spectating with players in their belly\r
355         entity head;\r
356         FOR_EACH_PLAYER(head)\r
357         {\r
358                 if(head.predator == self || head.fakepredator == self)\r
359                         Vore_PreyRelease(head, TRUE);\r
360         }\r
361         Vore_GurgleSound(); // stop the gurgling sound\r
362 \r
363         self.stomach_load = self.gravity = 0; // prevents a bug\r
364 }\r
365 \r
366 .float digestion_step;\r
367 void Vore_Digest()\r
368 {\r
369         // apply digestion to prey\r
370 \r
371         if(time > self.predator.digestion_step)\r
372         {\r
373                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
374                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
375                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
376 \r
377                 if (self.predator.digestsound_finished < time)\r
378                 {\r
379                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
380                         self.predator.digestsound_finished = time + 0.5;\r
381                 }\r
382                 self.predator.digestion_step = time + steptime;\r
383         }\r
384 \r
385         if(self.deadflag != DEAD_NO)\r
386         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
387                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
388 }\r
389 \r
390 .float teamheal_step;\r
391 void Vore_Teamheal()\r
392 {\r
393         // apply teamheal\r
394 \r
395         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
396         if(time > self.teamheal_step)\r
397         {\r
398                 self.health += cvar("g_balance_vore_teamheal");\r
399                 self.teamheal_step = time + steptime;\r
400 \r
401                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
402                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
403                 {\r
404                         play2(self, "misc/beep.wav");\r
405                         play2(self.predator, "misc/beep.wav");\r
406                 }\r
407         }\r
408 }\r
409 \r
410 .float stomachkick_delay;\r
411 void Vore_StomachKick()\r
412 {\r
413         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
414 \r
415         if(time > self.stomachkick_delay)\r
416         {\r
417                 float damage;\r
418                 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
419 \r
420                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
421                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
422                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
423                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
424 \r
425                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
426                         Vore_Regurgitate(self);\r
427 \r
428                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
429         }\r
430 }\r
431 \r
432 void Vore_StomachLeave()\r
433 {\r
434         // allows players to get out of their predator at will in some circumstances, such as team mates\r
435 \r
436         if(Vore_CanLeave())\r
437                 Vore_Regurgitate(self);\r
438         else if(time > self.complain_vore)\r
439         {\r
440                 play2(self, "misc/forbidden.wav");\r
441                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
442                 self.complain_vore = time + complain_delay_time;\r
443         }\r
444 }\r
445 \r
446 void Vore_AutoTaunt()\r
447 {\r
448         // triggers ambient vore taunts, for both pred and prey\r
449 \r
450         float taunt_time;\r
451 \r
452         // predator taunts\r
453         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
454         {\r
455                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
456                 {\r
457                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
458                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
459                 }\r
460         }\r
461         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
462         {\r
463                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
464                 SetAutoTaunt(self, 0, 0);\r
465         }\r
466 \r
467         // prey taunts\r
468         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
469         {\r
470                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
471                 {\r
472                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
473                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
474                 }\r
475         }\r
476         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
477         {\r
478                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
479                 SetAutoTaunt(self, 0, 0);\r
480         }\r
481 }\r
482 \r
483 void Vore()\r
484 {\r
485         // main vore code, this is where it all happens\r
486 \r
487         if(!cvar("g_vore")) // the vore system is disabled\r
488         {\r
489                 Vore_Disconnect();\r
490                 return;\r
491         }\r
492 \r
493         Vore_AutoTaunt();\r
494 \r
495         // wash the goo away from players once they leave the stomach\r
496         if(self.predator.classname != "player")\r
497         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
498         if(self.colormod)\r
499         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
500         {\r
501                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
502                 if(self.colormod_x > 1)\r
503                         self.colormod_x = 1;\r
504                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
505                 if(self.colormod_y > 1)\r
506                         self.colormod_y = 1;\r
507                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
508                 if(self.colormod_z > 1)\r
509                         self.colormod_z = 1;\r
510         }\r
511 \r
512         // set all vore stats\r
513         if(self.fakeprey)\r
514                 self.stat_eaten = num_for_edict(self.fakepredator);\r
515         else if(self.predator.classname == "player")\r
516         {\r
517                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
518                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
519                 self.stat_eaten = num_for_edict(self.predator);\r
520         }\r
521         else\r
522         {\r
523                 self.stat_stomachload = self.stomach_load;\r
524                 self.stat_digesting = self.digesting;\r
525                 self.stat_eaten = 0;\r
526         }\r
527         self.stat_canleave = Vore_CanLeave();\r
528 \r
529         // don't allow a player inside a player inside another player :)\r
530         // prevent this by checking if such has happened, and taking the proper measures\r
531         // this code has a high priority and must not be stopped by any delay, so run it here\r
532         if(self.predator.predator.classname == "player")\r
533         {\r
534                 entity target_predator, target_predator_predator, oldself;\r
535                 target_predator = self.predator;\r
536                 target_predator_predator = self.predator.predator;\r
537 \r
538                 Vore_Regurgitate(self);\r
539 \r
540                 // now steal our prey's prey if this probability applies\r
541                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
542                 {\r
543                         oldself = self;\r
544                         self = target_predator_predator;\r
545                         if(Swallow_condition_check(oldself))\r
546                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
547                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
548                                 Vore_Swallow(oldself);\r
549                         self = oldself;\r
550                 }\r
551         }\r
552 \r
553         // apply delays and skip the vore system under some circumstances\r
554         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
555         {\r
556                 Vore_Disconnect();\r
557                 return;\r
558         }\r
559         if(self.spectatee_status)\r
560                 return;\r
561         if(time < self.system_delay)\r
562                 return;\r
563 \r
564 // --------------------------------\r
565 // Code that addresses predators:\r
566 // --------------------------------\r
567 \r
568         entity prey;\r
569         prey = Swallow_player_check();\r
570 \r
571         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
572         self.stat_canswallow = 0;\r
573         if(Swallow_condition_check(prey))\r
574         {\r
575                 // canswallow stat, used by the HUD\r
576                 if(teams_matter && prey.team == self.team)\r
577                         self.stat_canswallow = 2;\r
578                 else\r
579                         self.stat_canswallow = 1;\r
580 \r
581                 if(self.BUTTON_ATCK)\r
582                         Vore_Swallow(prey);\r
583         }\r
584         else if(prey != world)\r
585                 self.stat_canswallow = -1;\r
586 \r
587         // toggle digestion, if the player has someone in their stomach\r
588         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
589         {\r
590                 if(self.stomach_load)\r
591                 {\r
592                         if(time > self.digest_button_delay_time)\r
593                         {\r
594                                 self.digesting = !self.digesting;\r
595                                 self.digest_button_delay_time = time + button_delay_time;\r
596                         }\r
597                 }\r
598                 else if(time > self.complain_vore)\r
599                 {\r
600                         play2(self, "misc/forbidden.wav");\r
601                         sprint(self, "There is nothing to digest\n");\r
602                         self.complain_vore = time + complain_delay_time;\r
603                 }\r
604         }\r
605         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
606                 self.digesting = FALSE;\r
607 \r
608         // predator wishes to regurgitate his prey\r
609         if(self.BUTTON_REGURGITATE)\r
610         {\r
611                 if(self.stomach_load)\r
612                 {\r
613                         if(time > self.regurgitate_button_delay_time)\r
614                         {\r
615                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
616                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
617                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
618                         }\r
619                 }\r
620                 else if(time > self.complain_vore)\r
621                 {\r
622                         play2(self, "misc/forbidden.wav");\r
623                         sprint(self, "There is nothing to regurgitate\n");\r
624                         self.complain_vore = time + complain_delay_time;\r
625                 }\r
626         }\r
627 \r
628         if(cvar("g_vore_gurglesound"))\r
629                 Vore_GurgleSound();\r
630 \r
631 // --------------------------------\r
632 // Code that addresses the prey:\r
633 // --------------------------------\r
634 \r
635         Vore_CameraEffect_Apply();\r
636 \r
637         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
638         if(self.fakepredator.classname == "player")\r
639         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
640                 Vore_DeadPrey_Detach(self);\r
641 \r
642         if(self.predator.classname != "player")\r
643                 return;\r
644 \r
645         if(self.deadflag != DEAD_NO)\r
646         {\r
647                 Vore_PreyRelease(self, FALSE);\r
648                 return;\r
649         }\r
650 \r
651         if(self.predator.deadflag != DEAD_NO)\r
652                 Vore_Regurgitate(self);\r
653         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
654                 Vore_Regurgitate(self);\r
655 \r
656         // apply delayed regurgitating if it was scheduled\r
657         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
658         {\r
659                 self.predator.regurgitate_prepare = 0;\r
660                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
661                 Vore_Regurgitate(self);\r
662         }\r
663 \r
664         // execute digesting and team healing\r
665         if(self.predator.digesting == TRUE)\r
666                 Vore_Digest();\r
667         if(teams_matter && self.team == self.predator.team)\r
668         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
669                 Vore_Teamheal();\r
670 \r
671         // execute prey commands\r
672         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
673                 Vore_StomachKick();\r
674         if(self.BUTTON_JUMP)\r
675                 Vore_StomachLeave();\r
676 \r
677         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
678         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
679         kh_Key_DropAll(self, FALSE);\r
680 }