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Play the swing animation on the weapon when stomach kicking. The weapon model now...
[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         vector vore_w_shotorg, vore_w_shotdir;\r
16         vore_w_shotorg = self.origin + self.view_ofs;\r
17         vore_w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
39                         {\r
40                                 play2(self, "misc/forbidden.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
50                         {\r
51                                 play2(self, "misc/forbidden.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 return TRUE;\r
71         }\r
72         return FALSE;\r
73 }\r
74 \r
75 float Stomach_TeamMates_check(entity pred)\r
76 {\r
77         // checks if a player's stomach contains any team mates\r
78 \r
79         entity head;\r
80         if(teams_matter)\r
81         {\r
82                 FOR_EACH_PLAYER(head)\r
83                 {\r
84                         if(head.predator == pred && head.team == pred.team)\r
85                                 return TRUE;\r
86                 }\r
87         }\r
88         return FALSE;\r
89 }\r
90 \r
91 float Vore_CanLeave()\r
92 {\r
93         if(self.predator.classname == "player")\r
94         {\r
95                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
96                         return TRUE;\r
97                 if(teams_matter && self.team == self.predator.team)\r
98                         return TRUE;\r
99                 if(g_rpg && cvar("g_rpg_canleave"))\r
100                         return TRUE;\r
101         }\r
102         return FALSE;\r
103 }\r
104 \r
105 // make the camera smoothly lower itself when we get swallowed\r
106 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
107 .float cameraeffect_current, cameraeffect_target;\r
108 void Vore_CameraEffect_Set(entity e)\r
109 {\r
110         e.cameraeffect_current = 1;\r
111         e.cameraeffect_target = 2;\r
112 }\r
113 void Vore_CameraEffect_Apply()\r
114 {\r
115         if(self.predator.classname != "player")\r
116                 return;\r
117 \r
118         if(self.cvar_cl_vore_cameraspeed)\r
119         {\r
120                 local float step;\r
121                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
122 \r
123                 // not sure if these maths are good, as the effect should be smoother\r
124                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
125                         self.cameraeffect_current -= step;\r
126                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
127                         self.cameraeffect_current += step;\r
128         }\r
129         else\r
130                 self.cameraeffect_current = self.cameraeffect_target;\r
131 \r
132         self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
133 }\r
134 \r
135 .float gurgle_oldstomachload;\r
136 void Vore_GurgleSound()\r
137 {\r
138         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
139         {\r
140                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
141 \r
142                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
143                 self.gurgle_oldstomachload = self.stomach_load;\r
144         }\r
145 }\r
146 \r
147 void Vore_WeightApply(entity e)\r
148 {\r
149         // apply stomach weight that makes you heavier the more you eat\r
150         // slowing the player is done in cl_physics.qc\r
151 \r
152         if(e.stomach_load != e.vore_oldstomachload)\r
153                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
154         if(e.gravity == 0)\r
155                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
156         e.vore_oldstomachload = e.stomach_load;\r
157 }\r
158 \r
159 void Vore_AutoDigest(entity e)\r
160 {\r
161         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
162 \r
163         if(!cvar("g_vore_digestion") || e.digesting)\r
164                 return;\r
165         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
166                 return; // this feature is only for players, not bots\r
167         if(e.stomach_load > 1)\r
168                 return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
169         if(Stomach_TeamMates_check(e))\r
170                 return; // never begin automatic digestion if we've swallowed a team mate\r
171 \r
172         e.digesting = TRUE;\r
173 }\r
174 \r
175 .entity pusher;\r
176 .float pushltime;\r
177 void Vore_Swallow(entity e)\r
178 {\r
179         // this player is being swallowed by another player, apply the proper changes\r
180 \r
181         e.vore_oldmovetype = e.movetype;\r
182         e.vore_oldsolid = e.solid;\r
183 \r
184         e.predator = self;\r
185         setorigin(e, e.predator.origin);\r
186         e.velocity = '0 0 0';\r
187         e.movetype = MOVETYPE_FOLLOW;\r
188         e.solid = SOLID_NOT;\r
189         e.alpha = -1; // best way of hiding the eaten player\r
190         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
191 \r
192         // drop keys (KH) and flags (CTF) when we get swallowed\r
193         kh_Key_DropAll(e, FALSE);\r
194         if(e.flagcarried)\r
195                 DropFlag(e.flagcarried, world, e.predator);\r
196 \r
197         Vore_CameraEffect_Set(e);\r
198 \r
199         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
200                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
201 \r
202         if(teams_matter && e.team == e.predator.team)\r
203         {\r
204                 if(cvar("g_vore_kick"))\r
205                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
206                 if(cvar("g_vore_digestion"))\r
207                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
208         }\r
209 \r
210         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
211         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
212         e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;\r
213         e.predator.stomach_load += 1;\r
214         e.predator.regurgitate_prepare = 0;\r
215         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
216         Vore_WeightApply(e.predator);\r
217         Vore_AutoDigest(e.predator);\r
218 \r
219         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
220         e.predator.weapon_delay = time + button_delay_time;\r
221         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
222         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
223 }\r
224 \r
225 void Vore_Regurgitate(entity e)\r
226 {\r
227         // this player is being regurgitated by their predator, apply the proper changes\r
228 \r
229         e.movetype = e.vore_oldmovetype;\r
230         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
231                 e.solid = e.vore_oldsolid;\r
232         e.view_ofs_z = PL_VIEW_OFS_z;\r
233         e.alpha = default_player_alpha;\r
234 \r
235         // apply velocities\r
236         local vector oldforward, oldright, oldup;\r
237         oldforward = v_forward;\r
238         oldright = v_right;\r
239         oldup = v_up;\r
240         makevectors(e.predator.v_angle);\r
241         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
242         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
243         v_forward = oldforward;\r
244         v_right = oldright;\r
245         v_up = oldup;\r
246 \r
247         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
248         e.pushltime = time + cvar("g_maxpushtime");\r
249 \r
250         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
251         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
252         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
253         e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;\r
254         e.predator.stomach_load -= 1;\r
255         e.predator.regurgitate_prepare = 0;\r
256         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
257         Vore_WeightApply(e.predator);\r
258 \r
259         // block firing for a small amount of time, or we'll be firing the next frame\r
260         e.weapon_delay = time + button_delay_time;\r
261         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
262         e.predator = world;\r
263 }\r
264 \r
265 void Vore_DeadPrey_Configure(entity e)\r
266 {\r
267         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
268 \r
269         if(e.fakeprey || e.predator.classname != "player") // already configured\r
270                 return;\r
271 \r
272         // this entity is like e.predator but for dead prey, to avoid conflicts\r
273         e.fakepredator = e.predator;\r
274         e.fakeprey = TRUE;\r
275 \r
276         // first release the prey from the predator, as dead prey needs to be attached differently\r
277         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
278         e.predator.stomach_load -= 1;\r
279         Vore_WeightApply(e.predator);\r
280         e.predator = world;\r
281 \r
282         // now put our dead prey inside the predator's stomach, but only as an effect\r
283         e.movetype = MOVETYPE_FOLLOW;\r
284         e.takedamage = DAMAGE_NO;\r
285         e.solid = SOLID_NOT;\r
286         e.aiment = e.fakepredator;\r
287 \r
288         // completely remove the dead body\r
289         e.modelindex = 0;\r
290 }\r
291 \r
292 void Vore_DeadPrey_Detach(entity e)\r
293 {\r
294         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
295         // should only execute after Vore_DeadPrey_Configure has ran first\r
296 \r
297         if not(cvar("g_vore_keepdeadprey"))\r
298                 return;\r
299 \r
300         e.fakepredator = world;\r
301         e.fakeprey = FALSE;\r
302         e.aiment = world;\r
303         e.movetype = MOVETYPE_TOSS;\r
304 }\r
305 \r
306 void Vore_PreyRelease(entity e, float pred_disconnect)\r
307 {\r
308         // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
309         if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
310         {\r
311                 // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
312                 if(pred_disconnect)\r
313                 {\r
314                         if(e.fakeprey)\r
315                                 Vore_DeadPrey_Detach(e);\r
316                 }\r
317                 else\r
318                         Vore_DeadPrey_Configure(e);\r
319         }\r
320         else\r
321                 Vore_Regurgitate(e);\r
322 }\r
323 \r
324 void Vore_Disconnect()\r
325 {\r
326         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
327 \r
328         // prey disconnects or goes spectating while inside someone's belly\r
329         if(self.predator.classname == "player")\r
330                 Vore_PreyRelease(self, TRUE);\r
331 \r
332         // pred disconnects or goes spectating with players in their belly\r
333         entity head;\r
334         FOR_EACH_PLAYER(head)\r
335         {\r
336                 if(head.predator == self || head.fakepredator == self)\r
337                         Vore_PreyRelease(head, TRUE);\r
338         }\r
339         Vore_GurgleSound(); // stop the gurgling sound\r
340 \r
341         self.stomach_load = self.gravity = 0; // prevents a bug\r
342 }\r
343 \r
344 .float digestion_step;\r
345 void Vore_Digest()\r
346 {\r
347         // apply digestion to prey\r
348 \r
349         if(time > self.predator.digestion_step)\r
350         {\r
351                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
352                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
353                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
354 \r
355                 if (self.predator.digestsound_finished < time)\r
356                 {\r
357                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
358                         self.predator.digestsound_finished = time + 0.5;\r
359                 }\r
360                 self.predator.digestion_step = time + steptime;\r
361         }\r
362 \r
363         if(self.health <= 0)\r
364         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
365                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
366 }\r
367 \r
368 .float teamheal_step;\r
369 void Vore_Teamheal()\r
370 {\r
371         // apply teamheal\r
372 \r
373         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
374         if(time > self.teamheal_step)\r
375         {\r
376                 self.health += cvar("g_balance_vore_teamheal");\r
377                 self.teamheal_step = time + steptime;\r
378 \r
379                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
380                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
381                 {\r
382                         play2(self, "misc/beep.wav");\r
383                         play2(self.predator, "misc/beep.wav");\r
384                 }\r
385         }\r
386 }\r
387 \r
388 .float stomachkick_delay;\r
389 void Vore_StomachKick()\r
390 {\r
391         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
392 \r
393         if(time > self.stomachkick_delay)\r
394         {\r
395                 float damage;\r
396                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
397                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
398                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
399                 self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
400 \r
401                 if(self.weapon)\r
402                 {\r
403                         // if we still have a weapon, play the swing animation for it\r
404                         weapon_thinkf(WFRAME_FIRE2, time + cvar("g_balance_vore_kick_delay"), w_ready); // only intended to animate the gun, does not do any damage\r
405                 }\r
406 \r
407                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
408                         Vore_Regurgitate(self);\r
409 \r
410                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
411         }\r
412 }\r
413 \r
414 void Vore_StomachLeave()\r
415 {\r
416         // allows players to get out of their predator at will in some circumstances, such as team mates\r
417 \r
418         if(Vore_CanLeave())\r
419                 Vore_Regurgitate(self);\r
420         else if(time > self.complain_vore)\r
421         {\r
422                 play2(self, "misc/forbidden.wav");\r
423                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
424                 self.complain_vore = time + complain_delay_time;\r
425         }\r
426 }\r
427 \r
428 void Vore_AutoTaunt()\r
429 {\r
430         // triggers ambient vore taunts, for both pred and prey\r
431 \r
432         float taunt_time;\r
433 \r
434         // predator taunts\r
435         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
436         {\r
437                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
438                 {\r
439                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
440                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
441                 }\r
442         }\r
443         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
444         {\r
445                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
446                 SetAutoTaunt(self, 0, 0);\r
447         }\r
448 \r
449         // prey taunts\r
450         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
451         {\r
452                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
453                 {\r
454                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
455                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
456                 }\r
457         }\r
458         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
459         {\r
460                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
461                 SetAutoTaunt(self, 0, 0);\r
462         }\r
463 }\r
464 \r
465 void Vore()\r
466 {\r
467         // main vore code, this is where it all happens\r
468 \r
469         if(!cvar("g_vore")) // the vore system is disabled\r
470         {\r
471                 Vore_Disconnect();\r
472                 return;\r
473         }\r
474 \r
475         Vore_AutoTaunt();\r
476 \r
477         // wash the goo away from players once they leave the stomach\r
478         if(self.predator.classname != "player")\r
479         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
480         if(self.colormod)\r
481         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
482         {\r
483                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
484                 if(self.colormod_x > 1)\r
485                         self.colormod_x = 1;\r
486                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
487                 if(self.colormod_y > 1)\r
488                         self.colormod_y = 1;\r
489                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
490                 if(self.colormod_z > 1)\r
491                         self.colormod_z = 1;\r
492         }\r
493 \r
494         // set all vore related stats\r
495         if(self.predator.classname == "player")\r
496         {\r
497                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
498                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
499                 self.stat_eaten = num_for_edict(self.predator);\r
500         }\r
501         else\r
502         {\r
503                 self.stat_stomachload = self.stomach_load;\r
504                 self.stat_digesting = self.digesting;\r
505                 self.stat_eaten = 0;\r
506         }\r
507         self.stat_canleave = Vore_CanLeave();\r
508 \r
509         // don't allow a player inside a player inside another player :)\r
510         // prevent this by checking if such has happened, and taking the proper measures\r
511         // this code has a high priority and must not be stopped by any delay, so run it here\r
512         if(self.predator.predator.classname == "player")\r
513         {\r
514                 entity target_predator, target_predator_predator, oldself;\r
515                 target_predator = self.predator;\r
516                 target_predator_predator = self.predator.predator;\r
517 \r
518                 Vore_Regurgitate(self);\r
519 \r
520                 // now steal our prey's prey if this probability applies\r
521                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
522                 {\r
523                         oldself = self;\r
524                         self = target_predator_predator;\r
525                         if(Swallow_condition_check(oldself))\r
526                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
527                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
528                                 Vore_Swallow(oldself);\r
529                         self = oldself;\r
530                 }\r
531         }\r
532 \r
533         // apply delays and skip the vore system under some circumstances\r
534         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
535         {\r
536                 Vore_Disconnect();\r
537                 return;\r
538         }\r
539         if(self.spectatee_status)\r
540                 return;\r
541         if(time < self.system_delay)\r
542                 return;\r
543 \r
544 // --------------------------------\r
545 // Code that addresses predators:\r
546 // --------------------------------\r
547 \r
548         entity prey;\r
549         prey = Swallow_player_check();\r
550 \r
551         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
552         self.stat_canswallow = 0;\r
553         if(Swallow_condition_check(prey))\r
554         {\r
555                 // canswallow stat, used by the HUD\r
556                 if(teams_matter && prey.team == self.team)\r
557                         self.stat_canswallow = 2;\r
558                 else\r
559                         self.stat_canswallow = 1;\r
560 \r
561                 if(self.BUTTON_ATCK)\r
562                         Vore_Swallow(prey);\r
563         }\r
564         else if(prey != world)\r
565                 self.stat_canswallow = -1;\r
566 \r
567         // toggle digestion, if the player has someone in their stomach\r
568         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
569         {\r
570                 if(self.stomach_load)\r
571                 {\r
572                         if(time > self.digest_button_delay_time)\r
573                         {\r
574                                 self.digesting = !self.digesting;\r
575                                 self.digest_button_delay_time = time + button_delay_time;\r
576                         }\r
577                 }\r
578                 else if(time > self.complain_vore)\r
579                 {\r
580                         play2(self, "misc/forbidden.wav");\r
581                         sprint(self, "There is nothing to digest\n");\r
582                         self.complain_vore = time + complain_delay_time;\r
583                 }\r
584         }\r
585         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
586                 self.digesting = FALSE;\r
587 \r
588         // predator wishes to regurgitate his prey\r
589         if(self.BUTTON_REGURGITATE)\r
590         {\r
591                 if(self.stomach_load)\r
592                 {\r
593                         if(time > self.regurgitate_button_delay_time)\r
594                         {\r
595                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
596                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
597                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
598                         }\r
599                 }\r
600                 else if(time > self.complain_vore)\r
601                 {\r
602                         play2(self, "misc/forbidden.wav");\r
603                         sprint(self, "There is nothing to regurgitate\n");\r
604                         self.complain_vore = time + complain_delay_time;\r
605                 }\r
606         }\r
607 \r
608         if(cvar("g_vore_gurglesound"))\r
609                 Vore_GurgleSound();\r
610 \r
611 // --------------------------------\r
612 // Code that addresses the prey:\r
613 // --------------------------------\r
614 \r
615         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
616         if(self.fakepredator.classname == "player")\r
617         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
618                 Vore_DeadPrey_Detach(self);\r
619 \r
620         if(self.predator.classname != "player")\r
621                 return;\r
622 \r
623         if(self.deadflag)\r
624         {\r
625                 Vore_PreyRelease(self, FALSE);\r
626                 return;\r
627         }\r
628 \r
629         if(self.predator.deadflag)\r
630                 Vore_Regurgitate(self);\r
631         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
632                 Vore_Regurgitate(self);\r
633 \r
634         // apply delayed regurgitating if it was scheduled\r
635         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
636         {\r
637                 self.predator.regurgitate_prepare = 0;\r
638                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
639                 Vore_Regurgitate(self);\r
640         }\r
641 \r
642         // execute digesting and team healing\r
643         if(self.predator.digesting == TRUE)\r
644                 Vore_Digest();\r
645         if(teams_matter && self.team == self.predator.team)\r
646         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
647                 Vore_Teamheal();\r
648 \r
649         // execute prey commands\r
650         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
651                 Vore_StomachKick();\r
652         if(self.BUTTON_JUMP)\r
653                 Vore_StomachLeave();\r
654 \r
655         Vore_CameraEffect_Apply();\r
656 }