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
\r
float Vore_PreyCanLeave()\r
{\r
- if(teams_matter && self.team == self.eater.team)\r
+ if(teams_matter && self.team == self.predator.team)\r
return TRUE;\r
return FALSE;\r
}\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.team == e.eater.team && teamplay)\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.eater, "^3You have swallowed a team mate, use caution!");\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
+ 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.eater.system_delay = time + system_delay_time;\r
- e.eater = world;\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
else if(time > self.complain_swallow)\r
{\r
play2(self, "weapons/unavailable.wav");\r
- sprint(self, strcat("You cannot get out of ", self.eater.netname, "\n"));\r
+ sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
self.complain_swallow = time + complain_delay;\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
+ 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
- else if(self.BUTTON_JUMP)\r
+ if(self.BUTTON_JUMP)\r
Vore_StomachLeave();\r
\r
self.stat_canleave = Vore_PreyCanLeave();\r