.float regurgitate_prepare;\r
-.float swallow_delay, digest_button_delay, regurgitate_button_delay;\r
+.float system_delay, swallow_delay, digest_button_delay, regurgitate_button_delay;\r
.float complain_swallow;\r
const float complain_delay = 1;\r
const float button_delay = 0.5;\r
const float steptime = 0.1;\r
+const float system_delay_time = 0.1;\r
\r
.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
\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
- e.stat_eaten = TRUE;\r
+ e.stat_eaten = num_for_edict(e.eater);\r
\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
kh_Key_DropAll(e, FALSE);\r
e.eater.stomach_load += 1;\r
e.eater.regurgitate_prepare = 0;\r
Vore_Weight_apply(e.eater);\r
+\r
+ e.system_delay = e.eater.system_delay = time + system_delay_time;\r
}\r
\r
void Vore_Regurgitate(entity e)\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.alpha = 0; // best way of hiding / showing the eaten player\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
- e.stat_eaten = FALSE;\r
+ e.stat_eaten = 0;\r
\r
// velocities\r
- vector rand;\r
- rand = (randomvec() - randomvec());\r
- e.velocity = rand * cvar("g_balance_vore_regurgitate_force");\r
- e.eater.velocity += rand * cvar("g_balance_vore_regurgitate_eaterforce");\r
+ local vector oldforward, oldright, oldup;\r
+ oldforward = v_forward;\r
+ oldright = v_right;\r
+ oldup = v_up;\r
+ makevectors(e.eater.v_angle);\r
+ e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
+ e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
+ v_forward = oldforward;\r
+ v_right = oldright;\r
+ v_up = oldup;\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
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
+ e.system_delay = e.eater.system_delay = time + system_delay_time;\r
e.eater = world;\r
}\r
\r
if(self.eater.classname == "player")\r
{\r
self.view_ofs_z += 25;\r
- self.stat_eaten = FALSE;\r
+ self.stat_eaten = 0;\r
self.eater.stomach_load -= 1;\r
Vore_Weight_apply(self.eater);\r
self.eater = world;\r
if (self.eater.digestsound_finished < time)\r
{\r
self.eater.digestsound_finished = time + 0.5;\r
- sound (self.eater, CHAN_PLAYER, "player/digest.wav", VOL_BASE, ATTN_NORM);\r
+ PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
}\r
self.eater.digestion_step = time;\r
}\r
.float stomachkick_delay;\r
void Vore_StomachKick()\r
{\r
- // allows prey to kick the predator's stomach and do some damage, 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 / attempt to escape, or bring the predator's digestion upon their self when there's no other option\r
if(self.eater.classname != "player")\r
return;\r
\r
- // kick the predator's stomach and do damage\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
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
-\r
Damage(self.eater, self, self, damage, DEATH_STOMACHKICK, self.eater.origin, '0 0 0');\r
sound(self.eater, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
+\r
+ if(cvar("g_balance_vore_kick_escapeprobability") >= random())\r
+ Vore_Regurgitate(self);\r
+\r
self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
}\r
\r
// start the predator's digestion\r
if(self.BUTTON_ATCK2)\r
{\r
- centerprint(self.eater, strcat(self.netname, " triggered your digestion"));\r
+ centerprint(self.eater, strcat(self.netname, " has triggered your digestion"));\r
self.eater.digesting = TRUE;\r
}\r
}\r
\r
+.float gurglesound_finished, gurglesound_oldstomachload;\r
+void Vore_Gurglesound()\r
+{\r
+ if(time > self.gurglesound_finished || self.gurglesound_oldstomachload != self.stomach_load)\r
+ {\r
+ GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+\r
+ self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
+ self.gurglesound_oldstomachload = self.stomach_load;\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.classname == "player")\r
+ self.stat_stomachload = self.eater.stomach_load;\r
+ else\r
+ self.stat_stomachload = self.stomach_load;\r
+\r
// skip the vore system under some circumstances\r
if(time < game_starttime)\r
{\r
}\r
if(self.spectatee_status)\r
return;\r
+ if(time < self.system_delay)\r
+ return;\r
\r
// --------------------------------\r
// Code that addresses predators:\r
}\r
}\r
\r
+ if(cvar("g_vore_gurglesound"))\r
+ Vore_Gurglesound();\r
+\r
// --------------------------------\r
// Code that addresses the prey:\r
// --------------------------------\r