]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Change how the swallow model is attached and applied
[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 >= g_balance_vore_swallow_limit)\r
47                         swallow_complain = strcat("You cannot swallow more than ^2", ftos(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_SetPreyPositions()\r
100 {\r
101         // self is the predator and head is the prey\r
102 \r
103         local entity head;\r
104         local vector origin_apply;\r
105         local float position_counter;\r
106 \r
107         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
108         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
109         // For each player, the origin is updated, then a new origin is used for the next player.\r
110         // This requires that no more than 9 players may be in the stomach at a time!\r
111         FOR_EACH_PLAYER(head)\r
112         {\r
113                 if(head.predator == self)\r
114                 {\r
115                         switch(position_counter)\r
116                         {\r
117                                 case 0:\r
118                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
119                                         break;\r
120                                 case 1:\r
121                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
122                                         break;\r
123                                 case 2:\r
124                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
125                                         break;\r
126                                 case 3:\r
127                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
128                                         break;\r
129                                 case 4:\r
130                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
131                                         break;\r
132                                 case 5:\r
133                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
134                                         break;\r
135                                 case 6:\r
136                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
137                                         break;\r
138                                 case 7:\r
139                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
140                                         break;\r
141                                 case 8:\r
142                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
143                                         break;\r
144                                 default:\r
145                                         break;\r
146                         }\r
147 \r
148                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
149                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
150                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
151 \r
152                         // change prey height based on scale\r
153                         float prey_height;\r
154                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
155                         head.view_ofs_z += prey_height;\r
156 \r
157                         position_counter += 1;\r
158                 }\r
159         }\r
160 }\r
161 \r
162 .float gurgle_oldstomachload;\r
163 void Vore_GurgleSound()\r
164 {\r
165         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
166         {\r
167                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
168 \r
169                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
170                 self.gurgle_oldstomachload = self.stomach_load;\r
171         }\r
172 }\r
173 \r
174 void Vore_WeightApply(entity e)\r
175 {\r
176         // apply stomach weight that makes you heavier the more you eat\r
177         // slowing the player is done in cl_physics.qc\r
178 \r
179         if(e.stomach_load != e.vore_oldstomachload)\r
180                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
181         if(e.gravity == 0)\r
182                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
183         e.vore_oldstomachload = e.stomach_load;\r
184 }\r
185 \r
186 void Vore_AutoDigest(entity e)\r
187 {\r
188         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
189 \r
190         if(!cvar("g_vore_digestion") || e.digesting)\r
191                 return;\r
192         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
193                 return; // this feature is only for players, not bots\r
194         if(e.stomach_load > 1)\r
195                 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
196         if(Stomach_TeamMates_check(e))\r
197                 return; // never begin automatic digestion if we've swallowed a team mate\r
198 \r
199         e.digesting = TRUE;\r
200 }\r
201 \r
202 void Vore_SwallowModel_Think()\r
203 {\r
204         //update the necessary angles to match our view\r
205         //self.angles_x = self.owner.angles_x;\r
206         //self.view_ofs = self.owner.view_ofs;\r
207 \r
208         // if our swallow progress is gone, the swallow model must also go\r
209         if(!self.owner.swallow_progress_prey)\r
210         {\r
211                 self.nextthink = 0;\r
212                 remove(self);\r
213                 self = world;\r
214                 return;\r
215         }\r
216 \r
217         self.nextthink = time;\r
218 }\r
219 \r
220 .entity swallow_model;\r
221 void Vore_SwallowModel_Update(entity prey)\r
222 {\r
223         // if we don't have a swallow model already, spawn one\r
224         if(!prey.swallow_model)\r
225         {\r
226                 prey.swallow_model = spawn();\r
227                 \r
228                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
229                 prey.swallow_model.solid = SOLID_NOT;\r
230 \r
231                 prey.swallow_model.skin = self.skin;\r
232                 prey.swallow_model.scale = self.scale;\r
233 \r
234                 // apply the properties of the prey\r
235                 prey.swallow_model.viewmodelforclient = prey;\r
236                 prey.swallow_model.effects |= EF_NOGUNBOB;\r
237                 prey.swallow_model.alpha = prey.cvar_cl_vore_stomachmodel;\r
238                 prey.swallow_model.colormap = prey.colormap;\r
239                 prey.swallow_model.glowmod = prey.glowmod;\r
240 \r
241                 prey.swallow_model.owner = prey; // owned by the prey\r
242                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
243                 prey.swallow_model.nextthink = time;\r
244         }\r
245 \r
246         // if predator has changed, update the swallow model\r
247         if(prey.swallow_model.enemy != self)\r
248         {\r
249                 setmodel(prey.swallow_model, strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_swallow.md3")); // 4 is the extension length\r
250                 prey.swallow_model.skin = self.skin;\r
251                 prey.swallow_model.enemy = self; // enemy is the predator\r
252         }\r
253 }\r
254 \r
255 .entity pusher;\r
256 .float pushltime;\r
257 void Vore_Swallow(entity e)\r
258 {\r
259         // this player is being swallowed by another player, apply the proper changes\r
260 \r
261         e.vore_oldmovetype = e.movetype;\r
262         e.vore_oldsolid = e.solid;\r
263 \r
264         e.predator = self;\r
265         setorigin(e, e.predator.origin);\r
266         e.velocity = '0 0 0';\r
267         e.movetype = MOVETYPE_FOLLOW;\r
268         e.solid = SOLID_NOT;\r
269         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
270 \r
271         // drop keys (KH) and flags (CTF) when we get swallowed\r
272         kh_Key_DropAll(e, FALSE);\r
273         if(e.flagcarried)\r
274                 DropFlag(e.flagcarried, world, e.predator);\r
275 \r
276         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
277                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
278 \r
279         if(teams_matter && e.team == e.predator.team)\r
280         {\r
281                 if(cvar("g_vore_kick"))\r
282                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
283                 if(cvar("g_vore_digestion"))\r
284                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
285         }\r
286 \r
287         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
288         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
289         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
290         e.predator.stomach_load += 1;\r
291         e.predator.regurgitate_prepare = 0;\r
292         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
293         Vore_WeightApply(e.predator);\r
294         Vore_AutoDigest(e.predator);\r
295 \r
296         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
297         e.predator.weapon_delay = time + button_delay_time;\r
298         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
299         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
300         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
301 }\r
302 \r
303 void Vore_SwallowStep(entity e)\r
304 {\r
305         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
306         {\r
307                 Vore_Swallow(e);\r
308                 return;\r
309         }\r
310 \r
311         Vore_SwallowModel_Update(e);\r
312 \r
313         // increase the progress value until it reaches 1, then swallow the player\r
314         if(e.swallow_progress_prey < 1)\r
315         {\r
316                 float fill;\r
317                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
318                 if(cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
319                         fill *= (self.scale / e.scale);\r
320                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
321                         fill /= e.stomach_load;\r
322 \r
323                 e.swallow_progress_prey += fill;\r
324         }\r
325         else\r
326         {\r
327                 Vore_Swallow(e);\r
328                 e.swallow_progress_prey = 0;\r
329         }\r
330 \r
331         // the predator's progress is how much the prey got swallowed\r
332         self.swallow_progress_pred = e.swallow_progress_prey;\r
333 }\r
334 \r
335 void Vore_Regurgitate(entity e)\r
336 {\r
337         // this player is being regurgitated by their predator, apply the proper changes\r
338 \r
339         e.movetype = e.vore_oldmovetype;\r
340         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
341                 e.solid = e.vore_oldsolid;\r
342         e.view_ofs_z = PL_VIEW_OFS_z;\r
343 \r
344         // apply velocities\r
345         local vector oldforward, oldright, oldup;\r
346         oldforward = v_forward;\r
347         oldright = v_right;\r
348         oldup = v_up;\r
349         makevectors(e.predator.v_angle);\r
350         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
351         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
352         v_forward = oldforward;\r
353         v_right = oldright;\r
354         v_up = oldup;\r
355 \r
356         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
357         e.pushltime = time + cvar("g_maxpushtime");\r
358 \r
359         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
360         if(cvar("g_balance_vore_swallow_speed_fill"))\r
361                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
362 \r
363         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
364         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
365         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
366         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
367         e.predator.stomach_load -= 1;\r
368         e.predator.regurgitate_prepare = 0;\r
369         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
370         Vore_WeightApply(e.predator);\r
371 \r
372         // block firing for a small amount of time, or we'll be firing the next frame\r
373         e.weapon_delay = time + button_delay_time;\r
374         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
375         e.predator = world;\r
376 }\r
377 \r
378 void Vore_DeadPrey_Configure(entity e)\r
379 {\r
380         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
381 \r
382         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
383                 return;\r
384 \r
385         // this entity is like e.predator but for dead prey, to avoid conflicts\r
386         e.fakepredator = e.predator;\r
387         e.fakeprey = TRUE;\r
388 \r
389         // first release the prey from the predator, as dead prey needs to be attached differently\r
390         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
391         e.predator.stomach_load -= 1;\r
392         Vore_WeightApply(e.predator);\r
393         e.predator = world;\r
394 \r
395         // now put our dead prey inside the predator's stomach, but only as an effect\r
396         e.movetype = MOVETYPE_FOLLOW;\r
397         e.takedamage = DAMAGE_NO;\r
398         e.solid = SOLID_NOT;\r
399         e.aiment = e.fakepredator;\r
400 }\r
401 \r
402 void Vore_DeadPrey_Detach(entity e)\r
403 {\r
404         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
405         // should only execute after Vore_DeadPrey_Configure has ran first\r
406 \r
407         if not(cvar("g_vore_keepdeadprey"))\r
408                 return;\r
409 \r
410         e.fakepredator = world;\r
411         e.fakeprey = TRUE; // keep fakeprey status\r
412         e.stat_eaten = 0;\r
413         e.aiment = world;\r
414         e.movetype = MOVETYPE_TOSS;\r
415 }\r
416 \r
417 void Vore_PreyRelease(entity e, float pred_disconnect)\r
418 {\r
419         if(pred_disconnect)\r
420         {\r
421                 if(e.fakeprey)\r
422                         Vore_DeadPrey_Detach(e);\r
423                 else\r
424                         Vore_Regurgitate(e);\r
425         }\r
426         else if(self.stat_eaten && !self.fakeprey)\r
427         {\r
428                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
429                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
430                         Vore_DeadPrey_Configure(e);\r
431                 else\r
432                         Vore_Regurgitate(e);\r
433         }\r
434 }\r
435 \r
436 void Vore_Disconnect()\r
437 {\r
438         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
439 \r
440         // prey disconnects or goes spectating while inside someone's belly\r
441         if(self.stat_eaten)\r
442                 Vore_PreyRelease(self, TRUE);\r
443 \r
444         // pred disconnects or goes spectating with players in their belly\r
445         entity head;\r
446         FOR_EACH_PLAYER(head)\r
447         {\r
448                 if(head.predator == self || head.fakepredator == self)\r
449                         Vore_PreyRelease(head, TRUE);\r
450         }\r
451         Vore_GurgleSound(); // stop the gurgling sound\r
452 \r
453         self.stomach_load = self.gravity = 0; // prevents a bug\r
454 }\r
455 \r
456 .float digestion_step;\r
457 void Vore_Digest()\r
458 {\r
459         // apply digestion to prey\r
460 \r
461         if(time > self.digestion_step)\r
462         {\r
463                 // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
464                 float reduce;\r
465                 if(cvar("g_balance_vore_digestion_distribute"))\r
466                         reduce = self.predator.stomach_load;\r
467                 else\r
468                         reduce = 1;\r
469 \r
470                 float damage;\r
471                 damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
472 \r
473                 // apply player scale to digestion damage\r
474                 if(cvar("g_balance_vore_digestion_scalediff"))\r
475                         damage *= (self.predator.scale / self.scale);\r
476 \r
477                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
478                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
479                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / reduce;\r
480 \r
481                 if (self.predator.digestsound_finished < time)\r
482                 {\r
483                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
484                         self.predator.digestsound_finished = time + 0.5;\r
485                 }\r
486                 self.digestion_step = time + steptime;\r
487         }\r
488 \r
489         if(self.deadflag != DEAD_NO)\r
490         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
491                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
492 }\r
493 \r
494 .float teamheal_step;\r
495 void Vore_Teamheal()\r
496 {\r
497         // apply teamheal\r
498 \r
499         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
500         if(time > self.teamheal_step)\r
501         {\r
502                 self.health += cvar("g_balance_vore_teamheal");\r
503                 self.teamheal_step = time + steptime;\r
504 \r
505                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
506                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
507                 {\r
508                         play2(self, "misc/beep.wav");\r
509                         play2(self.predator, "misc/beep.wav");\r
510                 }\r
511         }\r
512 }\r
513 \r
514 void Vore_StomachKick()\r
515 {\r
516         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
517 \r
518         if(time > self.stomachkick_delay)\r
519         {\r
520                 float damage;\r
521                 vector force;\r
522                 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
523                 force = v_forward * cvar("g_balance_vore_kick_force");\r
524 \r
525                 // apply player scale to the damage / force of the kick\r
526                 if(cvar("g_balance_vore_kick_scalediff"))\r
527                 {\r
528                         damage *= (self.scale / self.predator.scale);\r
529                         force *= (self.scale / self.predator.scale);\r
530                 }\r
531 \r
532                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
533                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
534                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
535                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
536 \r
537                 // abort the predator's scheduled regurgitation\r
538                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
539                         self.predator.regurgitate_prepare = 0;\r
540 \r
541                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
542         }\r
543 }\r
544 \r
545 void Vore_StomachLeave()\r
546 {\r
547         // allows players to get out of their predator at will in some circumstances, such as team mates\r
548 \r
549         if(Vore_CanLeave())\r
550                 Vore_Regurgitate(self);\r
551         else if(time > self.complain_vore)\r
552         {\r
553                 play2(self, "misc/forbidden.wav");\r
554                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
555                 self.complain_vore = time + complain_delay_time;\r
556         }\r
557 }\r
558 \r
559 void Vore_AutoTaunt()\r
560 {\r
561         // triggers ambient vore taunts, for both pred and prey\r
562 \r
563         float taunt_time;\r
564 \r
565         // predator taunts\r
566         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
567         {\r
568                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
569                 {\r
570                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
571                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
572                 }\r
573         }\r
574         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
575         {\r
576                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
577                 SetAutoTaunt(self, 0, 0);\r
578         }\r
579 \r
580         // prey taunts\r
581         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
582         {\r
583                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
584                 {\r
585                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
586                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
587                 }\r
588         }\r
589         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
590         {\r
591                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
592                 SetAutoTaunt(self, 0, 0);\r
593         }\r
594 }\r
595 \r
596 void Vore_SetSbarRings()\r
597 {\r
598         // first clear the ring stats, then configure them if needed\r
599         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
600         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
601 \r
602         if(self.stat_eaten)\r
603         {\r
604                 if(time <= self.stomachkick_delay)\r
605                 {\r
606                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
607                         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
608                 }\r
609         }\r
610         else\r
611         {\r
612                 if(self.swallow_progress_pred)\r
613                 {\r
614                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
615                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
616                 }\r
617                 else if(time <= self.action_delay)\r
618                 {\r
619                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
620                         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
621                 }\r
622 \r
623                 if(self.swallow_progress_prey)\r
624                 {\r
625                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
626                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
627                 }\r
628                 else if(time <= self.regurgitate_prepare)\r
629                 {\r
630                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
631                         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
632                 }\r
633         }\r
634 }\r
635 \r
636 void Vore()\r
637 {\r
638         // main vore code, this is where it all happens\r
639 \r
640         if(!cvar("g_vore")) // the vore system is disabled\r
641         {\r
642                 Vore_Disconnect();\r
643                 return;\r
644         }\r
645 \r
646         Vore_AutoTaunt();\r
647 \r
648         // wash the goo away from players once they leave the stomach\r
649         if(!self.stat_eaten)\r
650         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
651         if(self.colormod)\r
652         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
653         {\r
654                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
655                 if(self.colormod_x > 1)\r
656                         self.colormod_x = 1;\r
657                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
658                 if(self.colormod_y > 1)\r
659                         self.colormod_y = 1;\r
660                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
661                 if(self.colormod_z > 1)\r
662                         self.colormod_z = 1;\r
663         }\r
664 \r
665         // set all vore stats\r
666         Vore_SetSbarRings();\r
667         if(self.fakepredator.classname == "player")\r
668                 self.stat_eaten = num_for_edict(self.fakepredator);\r
669         else if(self.predator.classname == "player")\r
670         {\r
671                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
672                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
673                 self.stat_eaten = num_for_edict(self.predator);\r
674         }\r
675         else\r
676         {\r
677                 self.stat_stomachload = self.stomach_load;\r
678                 self.stat_digesting = self.digesting;\r
679                 self.stat_eaten = 0;\r
680         }\r
681         self.stat_canleave = Vore_CanLeave();\r
682 \r
683         // don't allow a player inside a player inside another player :)\r
684         // prevent this by checking if such has happened, and taking the proper measures\r
685         // this code has a high priority and must not be stopped by any delay, so run it here\r
686         if(self.predator.stat_eaten)\r
687         {\r
688                 entity target_predator, target_predator_predator, oldself;\r
689                 target_predator = self.predator;\r
690                 target_predator_predator = self.predator.predator;\r
691 \r
692                 Vore_Regurgitate(self);\r
693 \r
694                 // now steal our prey's prey if this probability applies\r
695                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
696                 {\r
697                         oldself = self;\r
698                         self = target_predator_predator;\r
699                         if(Swallow_condition_check(oldself))\r
700                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
701                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
702                                 Vore_Swallow(oldself);\r
703                         self = oldself;\r
704                 }\r
705         }\r
706 \r
707         // the swallow progress of prey and preds idly decrease by this amount\r
708         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
709         {\r
710                 if(self.swallow_progress_pred)\r
711                 {\r
712                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
713                         if(self.swallow_progress_pred < 0)\r
714                                 self.swallow_progress_pred = 0;\r
715                 }\r
716                 if(self.swallow_progress_prey)\r
717                 {\r
718                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
719                         if(self.swallow_progress_prey < 0)\r
720                                 self.swallow_progress_prey = 0;\r
721                 }\r
722         }\r
723 \r
724         // apply delays and skip the vore system under some circumstances\r
725         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
726         {\r
727                 Vore_Disconnect();\r
728                 return;\r
729         }\r
730         if(self.spectatee_status)\r
731                 return;\r
732         if(time < self.system_delay)\r
733                 return;\r
734 \r
735 // --------------------------------\r
736 // Code that addresses predators:\r
737 // --------------------------------\r
738 \r
739         entity prey;\r
740         prey = Swallow_player_check();\r
741 \r
742         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
743         self.stat_canswallow = 0;\r
744         if(Swallow_condition_check(prey))\r
745         {\r
746                 // canswallow stat, used by the HUD\r
747                 if(teams_matter && prey.team == self.team)\r
748                         self.stat_canswallow = 2;\r
749                 else\r
750                         self.stat_canswallow = 1;\r
751 \r
752                 if(self.BUTTON_ATCK)\r
753                         Vore_SwallowStep(prey);\r
754         }\r
755         else if(prey != world)\r
756                 self.stat_canswallow = -1;\r
757 \r
758         // toggle digestion, if the player has someone in their stomach\r
759         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
760         {\r
761                 if(self.stomach_load)\r
762                 {\r
763                         if(time > self.digest_button_delay_time)\r
764                         {\r
765                                 self.digesting = !self.digesting;\r
766                                 self.digest_button_delay_time = time + button_delay_time;\r
767                         }\r
768                 }\r
769                 else if(time > self.complain_vore)\r
770                 {\r
771                         play2(self, "misc/forbidden.wav");\r
772                         sprint(self, "There is nothing to digest\n");\r
773                         self.complain_vore = time + complain_delay_time;\r
774                 }\r
775         }\r
776         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
777                 self.digesting = FALSE;\r
778 \r
779         // predator wishes to regurgitate his prey\r
780         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
781         {\r
782                 if(self.stomach_load)\r
783                 {\r
784                         if(time > self.regurgitate_button_delay_time)\r
785                         {\r
786                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
787                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
788                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
789                         }\r
790                 }\r
791                 else if(time > self.complain_vore)\r
792                 {\r
793                         play2(self, "misc/forbidden.wav");\r
794                         sprint(self, "There is nothing to regurgitate\n");\r
795                         self.complain_vore = time + complain_delay_time;\r
796                 }\r
797         }\r
798 \r
799         if(cvar("g_vore_gurglesound"))\r
800                 Vore_GurgleSound();\r
801 \r
802 // --------------------------------\r
803 // Code that addresses the prey:\r
804 // --------------------------------\r
805 \r
806         Vore_SetPreyPositions();\r
807 \r
808         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
809         if(self.fakeprey)\r
810         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
811                 Vore_DeadPrey_Detach(self);\r
812 \r
813         if(!self.stat_eaten)\r
814                 return;\r
815 \r
816         if(self.deadflag != DEAD_NO)\r
817         {\r
818                 Vore_PreyRelease(self, FALSE);\r
819                 return;\r
820         }\r
821 \r
822         if(self.predator.deadflag != DEAD_NO)\r
823                 Vore_Regurgitate(self);\r
824         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
825                 Vore_Regurgitate(self);\r
826 \r
827         // apply delayed regurgitating if it was scheduled\r
828         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
829         {\r
830                 self.predator.regurgitate_prepare = 0;\r
831                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
832                 Vore_Regurgitate(self);\r
833         }\r
834 \r
835         // execute digesting and team healing\r
836         if(self.predator.digesting == TRUE)\r
837                 Vore_Digest();\r
838         if(teams_matter && self.team == self.predator.team)\r
839         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
840                 Vore_Teamheal();\r
841 \r
842         // execute prey commands\r
843         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
844                 Vore_StomachKick();\r
845         if(self.BUTTON_JUMP)\r
846                 Vore_StomachLeave();\r
847 \r
848         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
849         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
850         kh_Key_DropAll(self, FALSE);\r
851 }