float Swallow_condition_check(entity prey)\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(prey.classname == "player" && prey.predator.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.predator.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
{\r
if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
return FALSE;\r
}\r
\r
+float Vore_PreyCanLeave()\r
+{\r
+ if(teams_matter && self.team == self.predator.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
}\r
void Vore_CameraEffect_Apply()\r
{\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\r
if(self.cvar_cl_vore_cameraspeed)\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.predator = self;\r
+ setorigin(e, e.predator.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.aiment = e.predator; // follow the predator. Is automatically unset\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
+ DropFlag(e.flagcarried, world, e.predator);\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.eater.team == e.team && teamplay)\r
- centerprint(e.eater, "^3You have swallowed a team mate, use caution!");\r
+ if(e.team == e.predator.team && teamplay)\r
+ {\r
+ centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
+ centerprint(e.predator, "^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
- e.eater.stomach_load += 1;\r
- e.eater.regurgitate_prepare = 0;\r
- Vore_Weight_apply(e.eater);\r
+ PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ e.predator.stomach_load += 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ Vore_Weight_apply(e.predator);\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
+ e.predator.weapon_delay = time + button_delay;\r
+ e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
}\r
\r
void Vore_Regurgitate(entity e)\r
oldforward = v_forward;\r
oldright = v_right;\r
oldup = v_up;\r
- makevectors(e.eater.v_angle);\r
+ makevectors(e.predator.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
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
v_forward = oldforward;\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.pusher = e.predator; // 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
- 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
+ PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+ e.predator.stomach_load -= 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ Vore_Weight_apply(e.predator);\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.predator.system_delay = time + system_delay_time;\r
+ e.predator = world;\r
}\r
\r
void Vore_Gurglesound();\r
// frees prey from their predators when someone disconnects or goes spectating\r
\r
// prey disconnects or goes spectating while inside someone's belly:\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
{\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
+ self.predator.stomach_load -= 1;\r
+ Vore_Weight_apply(self.predator);\r
+ self.predator = world;\r
}\r
\r
// pred disconnects or goes spectating with players in their belly:\r
entity head;\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.eater == self)\r
+ if(head.predator == self)\r
Vore_Regurgitate(head);\r
}\r
Vore_Gurglesound(); // stop the gurgling sound\r
void Vore_Digest()\r
{\r
// apply digestion to prey\r
- if(time > self.eater.digestion_step + steptime)\r
+ if(time > self.predator.digestion_step + steptime)\r
{\r
- Damage(self, self.eater, self.eater, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
- if(cvar("g_balance_vore_digestion_vampire") && self.eater.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.eater.health += cvar("g_balance_vore_digestion_vampire");\r
+ Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
+ if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
\r
- if (self.eater.digestsound_finished < time)\r
+ if (self.predator.digestsound_finished < time)\r
{\r
- self.eater.digestsound_finished = time + 0.5;\r
- PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+ self.predator.digestsound_finished = time + 0.5;\r
+ PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
}\r
- self.eater.digestion_step = time;\r
+ self.predator.digestion_step = time;\r
}\r
\r
if(self.health <= 0)\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\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
- 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
+ Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
+ sound(self.predator, 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
}\r
\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
+ play2(self, "weapons/unavailable.wav");\r
+ sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
+ self.complain_swallow = time + complain_delay;\r
+ }\r
+}\r
+\r
.float gurglesound_finished, gurglesound_oldstomachload;\r
void Vore_Gurglesound()\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
+ if(self.predator.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
+ self.stat_stomachload = self.predator.stomach_load;\r
+ self.stat_digesting = self.predator.digesting;\r
+ self.stat_eaten = num_for_edict(self.predator);\r
}\r
else\r
{\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\r
- if(self.eater.deadflag || self.deadflag)\r
+ if(self.predator.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
+ else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
{\r
- entity targeteater, oldself;\r
- targeteater = self.eater.eater;\r
+ entity target_predator, oldself;\r
+ target_predator = self.predator.predator;\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
+ self = target_predator;\r
Vore_Swallow(oldself);\r
self = oldself;\r
}\r
}\r
- else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
+ else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
Vore_Regurgitate(self);\r
\r
// apply delayed regurgitating\r
- if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)\r
+ if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\r
- self.eater.regurgitate_prepare = 0;\r
- self.eater.complain_swallow = time + complain_delay;\r
+ self.predator.regurgitate_prepare = 0;\r
+ self.predator.complain_swallow = time + complain_delay;\r
Vore_Regurgitate(self);\r
}\r
\r
- if(self.eater.digesting == TRUE)\r
+ if(self.predator.digesting == TRUE)\r
Vore_Digest();\r
- if(teams_matter && self.team == self.eater.team)\r
+ if(teams_matter && self.team == self.predator.team)\r
Vore_Teamheal();\r
\r
if(self.BUTTON_ATCK)\r
Vore_StomachKick();\r
+ 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