\r
.float inithealth, initdmg;\r
.float item_digestion_step;\r
-void Item_Consumable_Remove(entity e, float regurgitate);\r
void Item_Consumable_Think()\r
{\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
\r
self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
self.dmg = self.initdmg * self.scale;\r
- if(self.health < 1)\r
+ if(self.health <= 0)\r
{\r
// this item is done\r
Item_Consumable_Remove(self, FALSE);\r
\r
damage_offset = 1;\r
if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
- damage_offset /= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
\r
self.health -= damage;\r
- self.predator.health += damage;\r
+ if(self.predator.health + damage <= self.max_health)\r
+ self.predator.health += damage;\r
+ else if(self.predator.health < self.max_health)\r
+ self.predator.health = self.max_health;\r
+ self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
\r
self.item_digestion_step = time + vore_steptime;\r
}\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
\r
item.aiment = pl;\r
item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
- item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
+ item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+ item.angles = randomvec() * 360;\r
\r
item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
item.think = Item_Consumable_Think;\r
// predator effects, some common to those in Vore_Swallow\r
PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
pl.regurgitate_prepare = 0;\r
pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
- Vore_AutoDigest(pl);\r
}\r
\r
void Item_DroppedConsumable_Touch()\r
return;\r
\r
// give the consumable item to the player touching it\r
- if(other.stomach_load + self.dmg <= other.stomach_maxload)\r
+ if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
{\r
Item_Consumable_Spawn(self, other);\r
remove(self);\r
item.scale = e.scale;\r
item.colormod = e.colormod;\r
\r
+ if(cvar("g_nodepthtestitems"))\r
+ item.effects |= EF_NODEPTHTEST;\r
+\r
+ float scalediff, sz;\r
+ sz = e.scale; // the line below does not work if I define this directly (fteqcc bug?)\r
+ scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
setorigin(item, e.predator.origin);\r
item.angles_y = e.predator.angles_y;\r
makevectors(e.predator.v_angle);\r
- item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
- e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
-\r
+ item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
item.touch = Item_DroppedConsumable_Touch;\r
item.cnt = time + 1; // 1 second delay\r
SUB_SetFade(item, time + 20, 1);\r
\r
if (item.health)\r
{\r
- if(item.dmg) // consumable item\r
+ if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\r
{\r
if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
{\r
pickedup = TRUE;\r
Item_Consumable_Spawn(self, player);\r