const float steptime = 0.1;\r
const float system_delay_time = 0.1;\r
\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
+.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
\r
entity Swallow_distance_check()\r
{\r
{\r
// checks the necessary conditions for swallowing another player\r
if(prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
+ if(self.classname == "player" && self.eater.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
- if(self.eater.classname != "player") // we can't swallow players while inside someone's stomach ourselves\r
{\r
if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
{\r
return FALSE;\r
}\r
\r
+float Vore_PreyCanLeave()\r
+{\r
+ if(teams_matter && self.team == self.eater.team)\r
+ return TRUE;\r
+ return FALSE;\r
+}\r
+\r
+// make the camera smoothly lower itself when we get swallowed\r
+// the target we are going for is from normal view offset to half of the view offset (because half is the best positioning of the view for the stomach model)\r
+.float cameraeffect_current, cameraeffect_target;\r
+void Vore_CameraEffect_Set(entity e)\r
+{\r
+ e.cameraeffect_current = 1;\r
+ e.cameraeffect_target = 2;\r
+}\r
+void Vore_CameraEffect_Apply()\r
+{\r
+ if(self.eater.classname != "player")\r
+ return;\r
+\r
+ if(self.cvar_cl_vore_cameraspeed)\r
+ {\r
+ local float step;\r
+ step = self.cvar_cl_vore_cameraspeed * frametime;\r
+\r
+ // not sure if these maths are good, as the effect should be smoother\r
+ if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
+ self.cameraeffect_current -= step;\r
+ else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
+ self.cameraeffect_current += step;\r
+ }\r
+ else\r
+ self.cameraeffect_current = self.cameraeffect_target;\r
+\r
+ self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
+}\r
+\r
void Vore_Weight_apply(entity e)\r
{\r
// apply stomach weight that makes you heavier the more you eat\r
e.vore_oldstomachload = e.stomach_load;\r
}\r
\r
+.entity pusher;\r
+.float pushltime;\r
void Vore_Swallow(entity e)\r
{\r
// this player is beening swallowed by another player, apply the proper changes\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
+ e.vore_oldview_ofs_z = e.view_ofs_z;\r
\r
+ e.eater = self;\r
setorigin(e, e.eater.origin);\r
e.velocity = '0 0 0';\r
e.movetype = MOVETYPE_FOLLOW;\r
e.solid = SOLID_NOT;\r
e.alpha = -1; // best way of hiding / showing the eaten player\r
e.aiment = e.eater; // follow the predator. Is automatically unset\r
- e.view_ofs_z /= 2; // best positioning for the stomach model\r
\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
kh_Key_DropAll(e, FALSE);\r
if(e.flagcarried)\r
DropFlag(e.flagcarried, world, e.eater);\r
\r
+ Vore_CameraEffect_Set(e);\r
+\r
if(stov(cvar_string("g_vore_regurgitatecolor_released")))\r
e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));\r
\r
+ if(e.team == e.eater.team && teamplay)\r
+ {\r
+ centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
+ centerprint(e.eater, "^3You have swallowed a team mate, use caution!");\r
+ }\r
+\r
PlayerSound(e.eater, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
+ setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
e.eater.stomach_load += 1;\r
e.eater.regurgitate_prepare = 0;\r
Vore_Weight_apply(e.eater);\r
\r
+ // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
+ e.eater.weapon_delay = time + button_delay;\r
+ e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
e.system_delay = e.eater.system_delay = time + system_delay_time;\r
}\r
\r
e.movetype = e.vore_oldmovetype;\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
+ e.view_ofs_z = e.vore_oldview_ofs_z;\r
e.alpha = default_player_alpha; // best way of hiding / showing the eaten player\r
- e.view_ofs_z *= 2; // best positioning for the stomach model\r
\r
// velocities\r
local vector oldforward, oldright, oldup;\r
v_right = oldright;\r
v_up = oldup;\r
\r
+ e.pusher = e.eater; // so we can frag players by regurgitating them in deadly pits\r
+ e.pushltime = time + cvar("g_maxpushtime");\r
+\r
PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing \ regurgitating\r
+ setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
e.eater.stomach_load -= 1;\r
e.eater.regurgitate_prepare = 0;\r
e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
Vore_Weight_apply(e.eater);\r
\r
+ // block firing for a small amount of time when getting regurgitated, or we'll be firing the next frame\r
+ e.weapon_delay = time + button_delay;\r
e.system_delay = e.eater.system_delay = time + system_delay_time;\r
e.eater = world;\r
}\r
\r
+void Vore_Gurglesound();\r
void Vore_Disconnect()\r
{\r
// frees prey from their predators when someone disconnects or goes spectating\r
// prey disconnects or goes spectating while inside someone's belly:\r
if(self.eater.classname == "player")\r
{\r
- self.view_ofs_z += 25;\r
+ self.view_ofs_z = self.vore_oldview_ofs_z;\r
self.eater.stomach_load -= 1;\r
Vore_Weight_apply(self.eater);\r
self.eater = world;\r
if(head.eater == self)\r
Vore_Regurgitate(head);\r
}\r
+ Vore_Gurglesound(); // stop the gurgling sound\r
}\r
}\r
\r
.float stomachkick_delay;\r
void Vore_StomachKick()\r
{\r
- // allows prey to kick the predator's stomach and do some damage / attempt to escape, or bring the predator's digestion upon their self when there's no other option\r
+ // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
if(self.eater.classname != "player")\r
return;\r
\r
- // kick the predator's stomach and do damage, or escape if we are lucky\r
- if(self.BUTTON_ATCK)\r
if(time > self.stomachkick_delay)\r
{\r
float damage;\r
\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
+}\r
\r
- // start the predator's digestion\r
- if(self.BUTTON_ATCK2)\r
+void Vore_StomachLeave()\r
+{\r
+ // allows players to get out of their predator at will in some circumstances, such as team mates\r
+\r
+ if(Vore_PreyCanLeave())\r
+ Vore_Regurgitate(self);\r
+ else if(time > self.complain_swallow)\r
{\r
- centerprint(self.eater, strcat(self.netname, " has triggered your digestion"));\r
- self.eater.digesting = TRUE;\r
+ play2(self, "weapons/unavailable.wav");\r
+ sprint(self, strcat("You can't willingly get out of ", self.eater.netname, "\n"));\r
+ self.complain_swallow = time + complain_delay;\r
}\r
}\r
\r
void Vore()\r
{\r
// if we are free, show our stomach load on the HUD. Otherwise, show the predator's\r
- if(self.eater != self && self.eater.classname == "player")\r
+ if(self.eater.classname == "player")\r
{\r
self.stat_stomachload = self.eater.stomach_load;\r
+ self.stat_digesting = self.eater.digesting;\r
self.stat_eaten = num_for_edict(self.eater);\r
}\r
else\r
{\r
self.stat_stomachload = self.stomach_load;\r
+ self.stat_digesting = self.digesting;\r
self.stat_eaten = 0;\r
}\r
\r
// attempt to swallow our new prey if there's any in range\r
if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
if(Swallow_condition_check(prey))\r
- {\r
- prey.eater = self;\r
Vore_Swallow(prey);\r
- self.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
-\r
- if(self.team == prey.team && teamplay)\r
- centerprint(self, "You have swallowed a team mate, use caution!");\r
-\r
- // block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
- self.weapon_delay = time + 0.25;\r
- }\r
\r
// start / stop digestion on command, if the player has someone in their stomach\r
if(self.BUTTON_DIGEST)\r
if(time > self.regurgitate_button_delay)\r
{\r
self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
- PlayerSound(self, playersound_regurgitate_prepare, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
self.regurgitate_button_delay = time + button_delay;\r
}\r
}\r
if(self.eater.deadflag || self.deadflag)\r
Vore_Regurgitate(self);\r
else if(self.eater.eater.classname == "player") // don't allow a player inside a player inside another player :)\r
+ {\r
+ entity targeteater, oldself;\r
+ targeteater = self.eater.eater;\r
+\r
Vore_Regurgitate(self);\r
+ if(random() < cvar("g_vore_stealprey"))\r
+ if(Swallow_condition_check(self))\r
+ {\r
+ oldself = self;\r
+ self = targeteater;\r
+ Vore_Swallow(oldself);\r
+ self = oldself;\r
+ }\r
+ }\r
else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
Vore_Regurgitate(self);\r
\r
if(teams_matter && self.team == self.eater.team)\r
Vore_Teamheal();\r
\r
- Vore_StomachKick();\r
+ if(self.BUTTON_ATCK)\r
+ Vore_StomachKick();\r
+ else if(self.BUTTON_JUMP)\r
+ Vore_StomachLeave();\r
+\r
+ self.stat_canleave = Vore_PreyCanLeave();\r
+\r
+ Vore_CameraEffect_Apply();\r
}
\ No newline at end of file