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