.float regurgitate_prepare; .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time; .float complain_vore; .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload; const float system_delay_time = 0.1; const float complain_delay_time = 1; const float button_delay_time = 0.5; const float steptime = 0.1; entity Swallow_player_check() { // check if we can swallow a player instead of firing our weapon vector vore_w_shotorg, vore_w_shotdir; vore_w_shotorg = self.origin + self.view_ofs; vore_w_shotdir = v_forward; WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self)); if(trace_fraction < 1) if(trace_ent.classname == "player") return trace_ent; return world; } float Swallow_condition_check(entity prey) { // checks the necessary conditions for swallowing a player if(prey != self) 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 if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves if(!self.BUTTON_REGURGITATE && self.swallow_delay < time) if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap")) { if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore")) { if(time > self.complain_vore && self.BUTTON_ATCK) { play2(self, "misc/forbidden.wav"); sprint(self, "You cannot swallow your team mates\n"); self.complain_vore = time + complain_delay_time; } return FALSE; } if(self.stomach_load >= cvar("g_balance_vore_swallow_limit")) { if(time > self.complain_vore && self.BUTTON_ATCK) { play2(self, "misc/forbidden.wav"); sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n")); self.complain_vore = time + complain_delay_time; } return FALSE; } if(cvar("g_vore_biggergut")) if(prey.stomach_load > self.stomach_load) { if(time > self.complain_vore && self.BUTTON_ATCK) { play2(self, "misc/forbidden.wav"); sprint(self, "You cannot swallow someone with a bigger stomach than yours\n"); self.complain_vore = time + complain_delay_time; } return FALSE; } return TRUE; } return FALSE; } float Stomach_TeamMates_check(entity pred) { // checks if a player's stomach contains any team mates entity head; if(teams_matter) { FOR_EACH_PLAYER(head) { if(head.predator == pred && head.team == pred.team) return TRUE; } } return FALSE; } float Vore_CanLeave() { if(self.predator.classname == "player") { if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving return TRUE; if(teams_matter && self.team == self.predator.team) return TRUE; if(g_rpg && cvar("g_rpg_canleave")) return TRUE; } return FALSE; } // make the camera smoothly lower itself when we get swallowed // 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) .float cameraeffect_current, cameraeffect_target; void Vore_CameraEffect_Set(entity e) { e.cameraeffect_current = 1; e.cameraeffect_target = 2; } void Vore_CameraEffect_Apply() { if(self.predator.classname != "player") return; if(self.cvar_cl_vore_cameraspeed) { local float step; step = self.cvar_cl_vore_cameraspeed * frametime; // not sure if these maths are good, as the effect should be smoother if(self.cameraeffect_current >= self.cameraeffect_target + step) self.cameraeffect_current -= step; else if(self.cameraeffect_current <= self.cameraeffect_target - step) self.cameraeffect_current += step; } else self.cameraeffect_current = self.cameraeffect_target; self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current; } .float gurgle_oldstomachload; void Vore_GurgleSound() { if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load) { GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE); self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do? self.gurgle_oldstomachload = self.stomach_load; } } void Vore_WeightApply(entity e) { // apply stomach weight that makes you heavier the more you eat // slowing the player is done in cl_physics.qc if(e.stomach_load != e.vore_oldstomachload) e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload); if(e.gravity == 0) e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity e.vore_oldstomachload = e.stomach_load; } void Vore_AutoDigest(entity e) { // if the predator has the autodigest preference enabled, begin digesting new prey automatically if(!cvar("g_vore_digestion") || e.digesting) return; if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL) return; // this feature is only for players, not bots if(e.stomach_load > 1) 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 if(Stomach_TeamMates_check(e)) return; // never begin automatic digestion if we've swallowed a team mate e.digesting = TRUE; } .entity pusher; .float pushltime; void Vore_Swallow(entity e) { // this player is being swallowed by another player, apply the proper changes e.vore_oldmovetype = e.movetype; e.vore_oldsolid = e.solid; e.predator = self; setorigin(e, e.predator.origin); e.velocity = '0 0 0'; e.movetype = MOVETYPE_FOLLOW; e.solid = SOLID_NOT; e.alpha = -1; // best way of hiding the eaten player e.aiment = e.predator; // follow the predator, automatically unset when regurgitated // drop keys (KH) and flags (CTF) when we get swallowed kh_Key_DropAll(e, FALSE); if(e.flagcarried) DropFlag(e.flagcarried, world, e.predator); Vore_CameraEffect_Set(e); if(stov(cvar_string("g_vore_regurgitatecolor_release"))) e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release")); if(teams_matter && e.team == e.predator.team) { if(cvar("g_vore_kick")) centerprint(e, "^3You have been swallowed by a team mate, don't kick!"); if(cvar("g_vore_digestion")) centerprint(e.predator, "^3You have swallowed a team mate, don't digest!"); } PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle; e.predator.stomach_load += 1; e.predator.regurgitate_prepare = 0; e.predator.spawnshieldtime = 0; // lose spawn shield when we vore Vore_WeightApply(e.predator); Vore_AutoDigest(e.predator); // block firing for a small amount of time, or we'll be firing the next frame after we swallow e.predator.weapon_delay = time + button_delay_time; e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay"); e.system_delay = e.predator.system_delay = time + system_delay_time; } void Vore_Regurgitate(entity e) { // this player is being regurgitated by their predator, apply the proper changes e.movetype = e.vore_oldmovetype; if(e.health > 0) // leave SOLID_NOT for dead bodies e.solid = e.vore_oldsolid; e.view_ofs_z = PL_VIEW_OFS_z; e.alpha = default_player_alpha; // apply velocities local vector oldforward, oldright, oldup; oldforward = v_forward; oldright = v_right; oldup = v_up; makevectors(e.predator.v_angle); e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force"); e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce"); v_forward = oldforward; v_right = oldright; v_up = oldup; e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits e.pushltime = time + cvar("g_maxpushtime"); PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1); e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle; e.predator.stomach_load -= 1; e.predator.regurgitate_prepare = 0; e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay"); Vore_WeightApply(e.predator); // block firing for a small amount of time, or we'll be firing the next frame e.weapon_delay = time + button_delay_time; e.system_delay = e.predator.system_delay = time + system_delay_time; e.predator = world; } void Vore_DeadPrey_Configure(entity e) { // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying if(e.fakeprey || e.predator.classname != "player") // already configured return; // this entity is like e.predator but for dead prey, to avoid conflicts e.fakepredator = e.predator; e.fakeprey = TRUE; // first release the prey from the predator, as dead prey needs to be attached differently // the predator's stomach load is also decreased, as dead prey doesn't count any more e.predator.stomach_load -= 1; Vore_WeightApply(e.predator); e.predator = world; // now put our dead prey inside the predator's stomach, but only as an effect e.movetype = MOVETYPE_FOLLOW; e.takedamage = DAMAGE_NO; e.solid = SOLID_NOT; e.aiment = e.fakepredator; // completely remove the dead body e.modelindex = 0; } void Vore_DeadPrey_Detach(entity e) { // ran when dead prey must be detached from the stomach (eg: they are respawning) // should only execute after Vore_DeadPrey_Configure has ran first if not(cvar("g_vore_keepdeadprey")) return; e.fakepredator = world; e.fakeprey = FALSE; e.aiment = world; e.movetype = MOVETYPE_TOSS; } void Vore_PreyRelease(entity e, float pred_disconnect) { // if the keepdeadprey feature is on, don't spit a dead prey's carcass out if(e.health <= 0 && cvar("g_vore_keepdeadprey")) { // if keepdeadprey is enabled and the predator disconnected, detach the dead prey if(pred_disconnect) { if(e.fakeprey) Vore_DeadPrey_Detach(e); } else Vore_DeadPrey_Configure(e); } else Vore_Regurgitate(e); } void Vore_Disconnect() { // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances // prey disconnects or goes spectating while inside someone's belly if(self.predator.classname == "player") Vore_PreyRelease(self, TRUE); // pred disconnects or goes spectating with players in their belly entity head; FOR_EACH_PLAYER(head) { if(head.predator == self || head.fakepredator == self) Vore_PreyRelease(head, TRUE); } Vore_GurgleSound(); // stop the gurgling sound self.stomach_load = self.gravity = 0; // prevents a bug } .float digestion_step; void Vore_Digest() { // apply digestion to prey if(time > self.predator.digestion_step) { Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0'); if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable")) self.predator.health += cvar("g_balance_vore_digestion_vampire"); if (self.predator.digestsound_finished < time) { PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); self.predator.digestsound_finished = time + 0.5; } self.predator.digestion_step = time + steptime; } if(self.health <= 0) if(stov(cvar_string("g_vore_regurgitatecolor_digest"))) self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest")); } .float teamheal_step; void Vore_Teamheal() { // apply teamheal if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) if(time > self.teamheal_step) { self.health += cvar("g_balance_vore_teamheal"); self.teamheal_step = time + steptime; // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator if(self.health >= cvar("g_balance_vore_teamheal_stable")) { play2(self, "misc/beep.wav"); play2(self.predator, "misc/beep.wav"); } } } .float stomachkick_delay; void Vore_StomachKick() { // allows prey to kick the predator's stomach and do some damage or attempt to escape if(time > self.stomachkick_delay) { float damage, force, rekick; entity e; damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min")); force = cvar("g_balance_vore_kick_force"); rekick = time + cvar("g_balance_vore_kick_delay"); // if we still have a weapon, we use that to kick for more damage // stomach kicking with a weapon does nothing more than boosting existing damage if(self.weapon) { e = get_weaponinfo(self.weapon); damage += cvar(strcat("g_balance_", e.netname, "_kick_damage")); force += cvar(strcat("g_balance_", e.netname, "_kick_force")); rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire")); if (!g_norecoil) self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil")); sound (self, CHAN_WEAPON, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above } Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * force); sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM); self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle; if(random() < cvar("g_balance_vore_kick_escapeprobability")) Vore_Regurgitate(self); self.stomachkick_delay = rekick; } } void Vore_StomachLeave() { // allows players to get out of their predator at will in some circumstances, such as team mates if(Vore_CanLeave()) Vore_Regurgitate(self); else if(time > self.complain_vore) { play2(self, "misc/forbidden.wav"); sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n")); self.complain_vore = time + complain_delay_time; } } void Vore_AutoTaunt() { // triggers ambient vore taunts, for both pred and prey float taunt_time; // predator taunts if(self.stomach_load && !Stomach_TeamMates_check(self)) { if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played { taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min"); SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED); } } else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED) { // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it SetAutoTaunt(self, 0, 0); } // prey taunts if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team)) { if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played { taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min"); SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY); } } else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY) { // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it SetAutoTaunt(self, 0, 0); } } void Vore() { // main vore code, this is where it all happens if(!cvar("g_vore")) // the vore system is disabled { Vore_Disconnect(); return; } Vore_AutoTaunt(); // wash the goo away from players once they leave the stomach if(self.predator.classname != "player") if(stov(cvar_string("g_vore_regurgitatecolor_release"))) if(self.colormod) if(cvar("g_vore_regurgitatecolor_release_fade")) { self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime; if(self.colormod_x > 1) self.colormod_x = 1; self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime; if(self.colormod_y > 1) self.colormod_y = 1; self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime; if(self.colormod_z > 1) self.colormod_z = 1; } // set all vore related stats if(self.predator.classname == "player") { self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board self.stat_digesting = self.predator.digesting; // necessary for the stomach board self.stat_eaten = num_for_edict(self.predator); } else { self.stat_stomachload = self.stomach_load; self.stat_digesting = self.digesting; self.stat_eaten = 0; } self.stat_canleave = Vore_CanLeave(); // don't allow a player inside a player inside another player :) // prevent this by checking if such has happened, and taking the proper measures // this code has a high priority and must not be stopped by any delay, so run it here if(self.predator.predator.classname == "player") { entity target_predator, target_predator_predator, oldself; target_predator = self.predator; target_predator_predator = self.predator.predator; Vore_Regurgitate(self); // now steal our prey's prey if this probability applies if(random() < cvar("g_balance_vore_swallow_stealprey")) { oldself = self; self = target_predator_predator; if(Swallow_condition_check(oldself)) if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it Vore_Swallow(oldself); self = oldself; } } // apply delays and skip the vore system under some circumstances if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins { Vore_Disconnect(); return; } if(self.spectatee_status) return; if(time < self.system_delay) return; // -------------------------------- // Code that addresses predators: // -------------------------------- entity prey; prey = Swallow_player_check(); // attempt to swallow our new prey if we pressed the attack button, and there's any in range self.stat_canswallow = 0; if(Swallow_condition_check(prey)) { // canswallow stat, used by the HUD if(teams_matter && prey.team == self.team) self.stat_canswallow = 2; else self.stat_canswallow = 1; if(self.BUTTON_ATCK) Vore_Swallow(prey); } else if(prey != world) self.stat_canswallow = -1; // toggle digestion, if the player has someone in their stomach if(self.BUTTON_DIGEST && cvar("g_vore_digestion")) { if(self.stomach_load) { if(time > self.digest_button_delay_time) { self.digesting = !self.digesting; self.digest_button_delay_time = time + button_delay_time; } } else if(time > self.complain_vore) { play2(self, "misc/forbidden.wav"); sprint(self, "There is nothing to digest\n"); self.complain_vore = time + complain_delay_time; } } if(!self.stomach_load || !cvar("g_vore_digestion")) self.digesting = FALSE; // predator wishes to regurgitate his prey if(self.BUTTON_REGURGITATE) { if(self.stomach_load) { if(time > self.regurgitate_button_delay_time) { self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay"); PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND); self.regurgitate_button_delay_time = time + button_delay_time; } } else if(time > self.complain_vore) { play2(self, "misc/forbidden.wav"); sprint(self, "There is nothing to regurgitate\n"); self.complain_vore = time + complain_delay_time; } } if(cvar("g_vore_gurglesound")) Vore_GurgleSound(); // -------------------------------- // Code that addresses the prey: // -------------------------------- // keepdeadprey - detach dead prey if their predator died or got swallowed if(self.fakepredator.classname == "player") if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player") Vore_DeadPrey_Detach(self); if(self.predator.classname != "player") return; if(self.deadflag) { Vore_PreyRelease(self, FALSE); return; } if(self.predator.deadflag) Vore_Regurgitate(self); else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap")) Vore_Regurgitate(self); // apply delayed regurgitating if it was scheduled if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare) { self.predator.regurgitate_prepare = 0; self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach Vore_Regurgitate(self); } // execute digesting and team healing if(self.predator.digesting == TRUE) Vore_Digest(); if(teams_matter && self.team == self.predator.team) if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore")) Vore_Teamheal(); // execute prey commands if(self.BUTTON_ATCK && cvar("g_vore_kick")) Vore_StomachKick(); if(self.BUTTON_JUMP) Vore_StomachLeave(); Vore_CameraEffect_Apply(); }