float Swallow_condition_check_bot(entity prey)
{
// checks the necessary conditions for a bot to swallow another player
- if(prey != self && prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach
- if(self.eater.classname != "player" && self.stomach_load < cvar("g_balance_vore_swallow_limit") && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
+ if(prey != self && prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach
+ if(self.predator.classname != "player" && self.stomach_load < cvar("g_balance_vore_swallow_limit") && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
return TRUE;
if(self.status_teamhealing > 1)
if(Swallow_condition_check_bot(prey))
if(prey.team != self.team)
- if(random() * 10 < cvar("bot_ai_vore_decide_teamhealabandon") * skill) // there are 10 bot skill steps
+ if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
self.BUTTON_REGURGITATE = TRUE; // release the team mate
entity head;
if not(teams_matter && cvar("g_balance_vore_teamheal"))
return;
- if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
+ if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
{
self.status_teamhealing = 0;
return;
FOR_EACH_PLAYER(head)
{
- if(head.eater == self)
+ if(head.predator == self)
if(head.team != self.team)
{
self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
// not sure if this should be merged with the FOR_EACH_PLAYER check above. That would save an extra loop, but would be less correct
FOR_EACH_PLAYER(head)
{
- if(head.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
+ if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
if(head.health >= cvar("g_balance_vore_teamheal_stable"))
self.BUTTON_REGURGITATE = TRUE; // release the team mate
}
// check if we can heal a damaged team mate we came across, and if so swallow them
if(prey.classname == "player" && prey.team == self.team)
if(prey.health < cvar("g_balance_vore_teamheal_stable"))
+ if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
if(Swallow_condition_check_bot(prey))
self.BUTTON_ATCK = TRUE; // swallow
random_try = random() * 10; // there are 10 bot skill steps
if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
- random_try /= cvar("bot_ai_vore_decide_fear");
+ random_try /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
- random_try /= cvar("bot_ai_vore_decide_fear");
- decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1);
- decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1);
+ random_try /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
+ decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethink;
+ decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethink;
if(time > self.swallow_retry)
if(Swallow_condition_check_bot(prey))
// --------------------------------
// all we can do in the stomach is kick and do some damage / try to escape, or leave if the circumstances allow it and we should
- if(self.eater.classname == "player" && time > self.decide_delay2)
+ if(self.predator.classname == "player" && time > self.decide_delay2)
{
- if not(teams_matter && self.team == self.eater.team)
+ if not(teams_matter && self.team == self.predator.team)
{
// the higher the skill, the more the bot will kick in your stomack
if(skill >= random_try)
// if a bot can willingly leave the predator, do so unless there's a reason not to
if(self.stat_canleave)
- if not(teams_matter && self.team == self.eater.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
+ if not(teams_matter && self.team == self.predator.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
self.BUTTON_JUMP = TRUE;
self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator