Positions for all 9 occupants
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_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.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
37         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
38         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\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.stat_eaten)\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         local entity head;\r
102         local vector oldforward, oldright, oldup;\r
103         local float position_counter;\r
104         local vector origin_apply;\r
105         oldforward = v_forward;\r
106         oldright = v_right;\r
107         oldup = v_up;\r
108 \r
109         makevectors(self.v_angle);\r
110         v_forward_z = 0;\r
111 \r
112         // In order to allow prey to see each other in the same stomach, we must position each occupant differently,\r
113         // else all players would overlap in the center. To do this, we run a loop on all players in the same stomach.\r
114         // For each player, the origin is updated, then a new origin is used for the next player and so on.\r
115         // This requires that no more than 9 players can be in a stomach at a time!\r
116         FOR_EACH_PLAYER(head)\r
117         {\r
118                 if(head.predator == self)\r
119                 {\r
120                         switch(position_counter)\r
121                         {\r
122                                 case 0:\r
123                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
124                                         break;\r
125                                 case 1:\r
126                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
127                                         break;\r
128                                 case 2:\r
129                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
130                                         break;\r
131                                 case 3:\r
132                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
133                                         break;\r
134                                 case 4:\r
135                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
136                                         break;\r
137                                 case 5:\r
138                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
139                                         break;\r
140                                 case 6:\r
141                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
142                                         break;\r
143                                 case 7:\r
144                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
145                                         break;\r
146                                 case 8:\r
147                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
148                                         break;\r
149                                 default:\r
150                                         break;\r
151                         }\r
152                         head.view_ofs = PL_PREY_VIEW_OFS + (v_forward + origin_apply * 16);\r
153                         position_counter += 1;\r
154                 }\r
155         }\r
156 \r
157         v_forward = oldforward;\r
158         v_right = oldright;\r
159         v_up = oldup;\r
160 \r
161         /*float prey_height;\r
162         if(self.fakeprey)\r
163                 prey_height = (self.scale - self.fakepredator.scale) * cvar("g_healthsize_vore_pos");\r
164         else\r
165                 prey_height = (self.scale - self.predator.scale) * cvar("g_healthsize_vore_pos");\r
166         self.view_ofs_z += prey_height;*/\r
167 }\r
168 \r
169 .float gurgle_oldstomachload;\r
170 void Vore_GurgleSound()\r
171 {\r
172         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
173         {\r
174                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
175 \r
176                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
177                 self.gurgle_oldstomachload = self.stomach_load;\r
178         }\r
179 }\r
180 \r
181 void Vore_WeightApply(entity e)\r
182 {\r
183         // apply stomach weight that makes you heavier the more you eat\r
184         // slowing the player is done in cl_physics.qc\r
185 \r
186         if(e.stomach_load != e.vore_oldstomachload)\r
187                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
188         if(e.gravity == 0)\r
189                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
190         e.vore_oldstomachload = e.stomach_load;\r
191 }\r
192 \r
193 void Vore_AutoDigest(entity e)\r
194 {\r
195         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
196 \r
197         if(!cvar("g_vore_digestion") || e.digesting)\r
198                 return;\r
199         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
200                 return; // this feature is only for players, not bots\r
201         if(e.stomach_load > 1)\r
202                 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
203         if(Stomach_TeamMates_check(e))\r
204                 return; // never begin automatic digestion if we've swallowed a team mate\r
205 \r
206         e.digesting = TRUE;\r
207 }\r
208 \r
209 .entity pusher;\r
210 .float pushltime;\r
211 void Vore_Swallow(entity e)\r
212 {\r
213         // this player is being swallowed by another player, apply the proper changes\r
214 \r
215         e.vore_oldmovetype = e.movetype;\r
216         e.vore_oldsolid = e.solid;\r
217 \r
218         e.predator = self;\r
219         setorigin(e, e.predator.origin);\r
220         e.velocity = '0 0 0';\r
221         e.movetype = MOVETYPE_FOLLOW;\r
222         e.solid = SOLID_NOT;\r
223         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
224 \r
225         // drop keys (KH) and flags (CTF) when we get swallowed\r
226         kh_Key_DropAll(e, FALSE);\r
227         if(e.flagcarried)\r
228                 DropFlag(e.flagcarried, world, e.predator);\r
229 \r
230         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
231                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
232 \r
233         if(teams_matter && e.team == e.predator.team)\r
234         {\r
235                 if(cvar("g_vore_kick"))\r
236                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
237                 if(cvar("g_vore_digestion"))\r
238                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
239         }\r
240 \r
241         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
242         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
243         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
244         e.predator.stomach_load += 1;\r
245         e.predator.regurgitate_prepare = 0;\r
246         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
247         Vore_WeightApply(e.predator);\r
248         Vore_AutoDigest(e.predator);\r
249 \r
250         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
251         e.predator.weapon_delay = time + button_delay_time;\r
252         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
253         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
254         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
255 }\r
256 \r
257 void Vore_Regurgitate(entity e)\r
258 {\r
259         // this player is being regurgitated by their predator, apply the proper changes\r
260 \r
261         e.movetype = e.vore_oldmovetype;\r
262         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
263                 e.solid = e.vore_oldsolid;\r
264         e.view_ofs_z = PL_VIEW_OFS_z;\r
265 \r
266         // apply velocities\r
267         local vector oldforward, oldright, oldup;\r
268         oldforward = v_forward;\r
269         oldright = v_right;\r
270         oldup = v_up;\r
271         makevectors(e.predator.v_angle);\r
272         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
273         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
274         v_forward = oldforward;\r
275         v_right = oldright;\r
276         v_up = oldup;\r
277 \r
278         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
279         e.pushltime = time + cvar("g_maxpushtime");\r
280 \r
281         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
282         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
283         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
284         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
285         e.predator.stomach_load -= 1;\r
286         e.predator.regurgitate_prepare = 0;\r
287         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
288         Vore_WeightApply(e.predator);\r
289 \r
290         // block firing for a small amount of time, or we'll be firing the next frame\r
291         e.weapon_delay = time + button_delay_time;\r
292         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
293         e.predator = world;\r
294 }\r
295 \r
296 void Vore_DeadPrey_Configure(entity e)\r
297 {\r
298         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
299 \r
300         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
301                 return;\r
302 \r
303         // this entity is like e.predator but for dead prey, to avoid conflicts\r
304         e.fakepredator = e.predator;\r
305         e.fakeprey = TRUE;\r
306 \r
307         // first release the prey from the predator, as dead prey needs to be attached differently\r
308         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
309         e.predator.stomach_load -= 1;\r
310         Vore_WeightApply(e.predator);\r
311         e.predator = world;\r
312 \r
313         // now put our dead prey inside the predator's stomach, but only as an effect\r
314         e.movetype = MOVETYPE_FOLLOW;\r
315         e.takedamage = DAMAGE_NO;\r
316         e.solid = SOLID_NOT;\r
317         e.aiment = e.fakepredator;\r
318 }\r
319 \r
320 void Vore_DeadPrey_Detach(entity e)\r
321 {\r
322         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
323         // should only execute after Vore_DeadPrey_Configure has ran first\r
324 \r
325         if not(cvar("g_vore_keepdeadprey"))\r
326                 return;\r
327 \r
328         e.fakepredator = world;\r
329         e.fakeprey = TRUE; // keep fakeprey status\r
330         e.stat_eaten = 0;\r
331         e.aiment = world;\r
332         e.movetype = MOVETYPE_TOSS;\r
333 }\r
334 \r
335 void Vore_PreyRelease(entity e, float pred_disconnect)\r
336 {\r
337         if(pred_disconnect)\r
338         {\r
339                 if(e.fakeprey)\r
340                         Vore_DeadPrey_Detach(e);\r
341                 else\r
342                         Vore_Regurgitate(e);\r
343         }\r
344         else if(self.stat_eaten && !self.fakeprey)\r
345         {\r
346                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
347                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
348                         Vore_DeadPrey_Configure(e);\r
349                 else\r
350                         Vore_Regurgitate(e);\r
351         }\r
352 }\r
353 \r
354 void Vore_Disconnect()\r
355 {\r
356         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
357 \r
358         // prey disconnects or goes spectating while inside someone's belly\r
359         if(self.stat_eaten)\r
360                 Vore_PreyRelease(self, TRUE);\r
361 \r
362         // pred disconnects or goes spectating with players in their belly\r
363         entity head;\r
364         FOR_EACH_PLAYER(head)\r
365         {\r
366                 if(head.predator == self || head.fakepredator == self)\r
367                         Vore_PreyRelease(head, TRUE);\r
368         }\r
369         Vore_GurgleSound(); // stop the gurgling sound\r
370 \r
371         self.stomach_load = self.gravity = 0; // prevents a bug\r
372 }\r
373 \r
374 .float digestion_step;\r
375 void Vore_Digest()\r
376 {\r
377         // apply digestion to prey\r
378 \r
379         if(time > self.predator.digestion_step)\r
380         {\r
381                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
382                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
383                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
384 \r
385                 if (self.predator.digestsound_finished < time)\r
386                 {\r
387                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
388                         self.predator.digestsound_finished = time + 0.5;\r
389                 }\r
390                 self.predator.digestion_step = time + steptime;\r
391         }\r
392 \r
393         if(self.deadflag != DEAD_NO)\r
394         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
395                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
396 }\r
397 \r
398 .float teamheal_step;\r
399 void Vore_Teamheal()\r
400 {\r
401         // apply teamheal\r
402 \r
403         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
404         if(time > self.teamheal_step)\r
405         {\r
406                 self.health += cvar("g_balance_vore_teamheal");\r
407                 self.teamheal_step = time + steptime;\r
408 \r
409                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
410                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
411                 {\r
412                         play2(self, "misc/beep.wav");\r
413                         play2(self.predator, "misc/beep.wav");\r
414                 }\r
415         }\r
416 }\r
417 \r
418 void Vore_StomachKick()\r
419 {\r
420         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
421 \r
422         if(time > self.stomachkick_delay)\r
423         {\r
424                 float damage;\r
425                 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
426 \r
427                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
428                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
429                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
430                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
431 \r
432                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
433                         Vore_Regurgitate(self);\r
434 \r
435                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
436         }\r
437 }\r
438 \r
439 void Vore_StomachLeave()\r
440 {\r
441         // allows players to get out of their predator at will in some circumstances, such as team mates\r
442 \r
443         if(Vore_CanLeave())\r
444                 Vore_Regurgitate(self);\r
445         else if(time > self.complain_vore)\r
446         {\r
447                 play2(self, "misc/forbidden.wav");\r
448                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
449                 self.complain_vore = time + complain_delay_time;\r
450         }\r
451 }\r
452 \r
453 void Vore_AutoTaunt()\r
454 {\r
455         // triggers ambient vore taunts, for both pred and prey\r
456 \r
457         float taunt_time;\r
458 \r
459         // predator taunts\r
460         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
461         {\r
462                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
463                 {\r
464                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
465                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
466                 }\r
467         }\r
468         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
469         {\r
470                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
471                 SetAutoTaunt(self, 0, 0);\r
472         }\r
473 \r
474         // prey taunts\r
475         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
476         {\r
477                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
478                 {\r
479                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
480                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
481                 }\r
482         }\r
483         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
484         {\r
485                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
486                 SetAutoTaunt(self, 0, 0);\r
487         }\r
488 }\r
489 \r
490 void Vore_SetSbarRings()\r
491 {\r
492         // first clear the ring stats, then configure them if needed\r
493         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
494         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
495 \r
496         if(self.stat_eaten)\r
497         {\r
498                 if(time <= self.stomachkick_delay)\r
499                 {\r
500                         self.stat_sbring1_type = 2; // ring shows stomach kick delay, empties with progress\r
501                         self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);\r
502                 }\r
503         }\r
504         else\r
505         {\r
506                 if(time <= self.action_delay)\r
507                 {\r
508                         self.stat_sbring1_type = 1; // ring shows vore action delay, empties with progress\r
509                         self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);\r
510                 }\r
511                 if(time <= self.regurgitate_prepare)\r
512                 {\r
513                         self.stat_sbring2_type = 1; // ring shows regurgitation preparing, fills with progress\r
514                         self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);\r
515                 }\r
516         }\r
517 }\r
518 \r
519 void Vore()\r
520 {\r
521         // main vore code, this is where it all happens\r
522 \r
523         if(!cvar("g_vore")) // the vore system is disabled\r
524         {\r
525                 Vore_Disconnect();\r
526                 return;\r
527         }\r
528 \r
529         Vore_AutoTaunt();\r
530 \r
531         // wash the goo away from players once they leave the stomach\r
532         if(!self.stat_eaten)\r
533         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
534         if(self.colormod)\r
535         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
536         {\r
537                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
538                 if(self.colormod_x > 1)\r
539                         self.colormod_x = 1;\r
540                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
541                 if(self.colormod_y > 1)\r
542                         self.colormod_y = 1;\r
543                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
544                 if(self.colormod_z > 1)\r
545                         self.colormod_z = 1;\r
546         }\r
547 \r
548         // set all vore stats\r
549         Vore_SetSbarRings();\r
550         if(self.fakepredator.classname == "player")\r
551                 self.stat_eaten = num_for_edict(self.fakepredator);\r
552         else if(self.predator.classname == "player")\r
553         {\r
554                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
555                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
556                 self.stat_eaten = num_for_edict(self.predator);\r
557         }\r
558         else\r
559         {\r
560                 self.stat_stomachload = self.stomach_load;\r
561                 self.stat_digesting = self.digesting;\r
562                 self.stat_eaten = 0;\r
563         }\r
564         self.stat_canleave = Vore_CanLeave();\r
565 \r
566         // don't allow a player inside a player inside another player :)\r
567         // prevent this by checking if such has happened, and taking the proper measures\r
568         // this code has a high priority and must not be stopped by any delay, so run it here\r
569         if(self.predator.stat_eaten)\r
570         {\r
571                 entity target_predator, target_predator_predator, oldself;\r
572                 target_predator = self.predator;\r
573                 target_predator_predator = self.predator.predator;\r
574 \r
575                 Vore_Regurgitate(self);\r
576 \r
577                 // now steal our prey's prey if this probability applies\r
578                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
579                 {\r
580                         oldself = self;\r
581                         self = target_predator_predator;\r
582                         if(Swallow_condition_check(oldself))\r
583                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
584                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
585                                 Vore_Swallow(oldself);\r
586                         self = oldself;\r
587                 }\r
588         }\r
589 \r
590         // apply delays and skip the vore system under some circumstances\r
591         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
592         {\r
593                 Vore_Disconnect();\r
594                 return;\r
595         }\r
596         if(self.spectatee_status)\r
597                 return;\r
598         if(time < self.system_delay)\r
599                 return;\r
600 \r
601 // --------------------------------\r
602 // Code that addresses predators:\r
603 // --------------------------------\r
604 \r
605         entity prey;\r
606         prey = Swallow_player_check();\r
607 \r
608         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
609         self.stat_canswallow = 0;\r
610         if(Swallow_condition_check(prey))\r
611         {\r
612                 // canswallow stat, used by the HUD\r
613                 if(teams_matter && prey.team == self.team)\r
614                         self.stat_canswallow = 2;\r
615                 else\r
616                         self.stat_canswallow = 1;\r
617 \r
618                 if(self.BUTTON_ATCK)\r
619                         Vore_Swallow(prey);\r
620         }\r
621         else if(prey != world)\r
622                 self.stat_canswallow = -1;\r
623 \r
624         // toggle digestion, if the player has someone in their stomach\r
625         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
626         {\r
627                 if(self.stomach_load)\r
628                 {\r
629                         if(time > self.digest_button_delay_time)\r
630                         {\r
631                                 self.digesting = !self.digesting;\r
632                                 self.digest_button_delay_time = time + button_delay_time;\r
633                         }\r
634                 }\r
635                 else if(time > self.complain_vore)\r
636                 {\r
637                         play2(self, "misc/forbidden.wav");\r
638                         sprint(self, "There is nothing to digest\n");\r
639                         self.complain_vore = time + complain_delay_time;\r
640                 }\r
641         }\r
642         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
643                 self.digesting = FALSE;\r
644 \r
645         // predator wishes to regurgitate his prey\r
646         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
647         {\r
648                 if(self.stomach_load)\r
649                 {\r
650                         if(time > self.regurgitate_button_delay_time)\r
651                         {\r
652                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
653                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
654                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
655                         }\r
656                 }\r
657                 else if(time > self.complain_vore)\r
658                 {\r
659                         play2(self, "misc/forbidden.wav");\r
660                         sprint(self, "There is nothing to regurgitate\n");\r
661                         self.complain_vore = time + complain_delay_time;\r
662                 }\r
663         }\r
664 \r
665         if(cvar("g_vore_gurglesound"))\r
666                 Vore_GurgleSound();\r
667 \r
668 // --------------------------------\r
669 // Code that addresses the prey:\r
670 // --------------------------------\r
671 \r
672         Vore_SetCamera();\r
673 \r
674         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
675         if(self.fakeprey)\r
676         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
677                 Vore_DeadPrey_Detach(self);\r
678 \r
679         if(!self.stat_eaten)\r
680                 return;\r
681 \r
682         if(self.deadflag != DEAD_NO)\r
683         {\r
684                 Vore_PreyRelease(self, FALSE);\r
685                 return;\r
686         }\r
687 \r
688         if(self.predator.deadflag != DEAD_NO)\r
689                 Vore_Regurgitate(self);\r
690         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
691                 Vore_Regurgitate(self);\r
692 \r
693         // apply delayed regurgitating if it was scheduled\r
694         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
695         {\r
696                 self.predator.regurgitate_prepare = 0;\r
697                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
698                 Vore_Regurgitate(self);\r
699         }\r
700 \r
701         // execute digesting and team healing\r
702         if(self.predator.digesting == TRUE)\r
703                 Vore_Digest();\r
704         if(teams_matter && self.team == self.predator.team)\r
705         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
706                 Vore_Teamheal();\r
707 \r
708         // execute prey commands\r
709         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
710                 Vore_StomachKick();\r
711         if(self.BUTTON_JUMP)\r
712                 Vore_StomachLeave();\r
713 \r
714         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
715         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
716         kh_Key_DropAll(self, FALSE);\r
717 }