]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Only use the event chasecam when we aren't fake prey (dead and outside of the stomach)
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index 4de538145f961220512e8da9be8a173e6c1c8380..9837a563848b0081e3378a66139958a325aeb7d3 100644 (file)
@@ -1,7 +1,7 @@
 .float regurgitate_prepare;\r
 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
 .float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload, vore_oldview_ofs_z;\r
+.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
 \r
 const float system_delay_time = 0.1;\r
 const float complain_delay_time = 1;\r
@@ -12,11 +12,11 @@ entity Swallow_player_check()
 {\r
        // check if we can swallow a player instead of firing our weapon\r
 \r
-       vector w_shotorg, w_shotdir;\r
-       w_shotorg = self.origin + self.view_ofs;\r
-       w_shotdir = v_forward;\r
+       vector vore_w_shotorg, vore_w_shotdir;\r
+       vore_w_shotorg = self.origin + self.view_ofs;\r
+       vore_w_shotdir = v_forward;\r
 \r
-       WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
+       WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
        if(trace_fraction < 1)\r
        if(trace_ent.classname == "player")\r
                return trace_ent;\r
@@ -25,18 +25,30 @@ entity Swallow_player_check()
 \r
 float Swallow_condition_check(entity prey)\r
 {\r
-       // checks the necessary conditions for swallowing another player\r
+       // checks the necessary conditions for swallowing a player\r
 \r
        if(prey != self)\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(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
        if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
        {\r
+               if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
+               {\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
+                       {\r
+                               play2(self, "misc/forbidden.wav");\r
+                               sprint(self, "You cannot swallow your team mates\n");\r
+                               self.complain_vore = time + complain_delay_time;\r
+                       }\r
+                       return FALSE;\r
+               }\r
+\r
                if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
                {\r
-                       if(time > self.complain_vore)\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/forbidden.wav");\r
                                sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
                                self.complain_vore = time + complain_delay_time;\r
                        }\r
@@ -46,24 +58,59 @@ float Swallow_condition_check(entity prey)
                if(cvar("g_vore_biggergut"))\r
                if(prey.stomach_load > self.stomach_load)\r
                {\r
-                       if(time > self.complain_vore)\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
                        {\r
-                               play2(self, "weapons/unavailable.wav");\r
+                               play2(self, "misc/forbidden.wav");\r
                                sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
                                self.complain_vore = time + complain_delay_time;\r
                        }\r
                        return FALSE;\r
                }\r
 \r
+               if(!cvar("g_vore_spawnshield"))\r
+               if(prey.spawnshieldtime > time)\r
+               {\r
+                       if(time > self.complain_vore && self.BUTTON_ATCK)\r
+                       {\r
+                               play2(self, "misc/forbidden.wav");\r
+                               sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
+                               self.complain_vore = time + complain_delay_time;\r
+                       }\r
+                       return FALSE;\r
+               }\r
+\r
                return TRUE;\r
        }\r
        return FALSE;\r
 }\r
 \r
+float Stomach_TeamMates_check(entity pred)\r
+{\r
+       // checks if a player's stomach contains any team mates\r
+\r
+       entity head;\r
+       if(teams_matter)\r
+       {\r
+               FOR_EACH_PLAYER(head)\r
+               {\r
+                       if(head.predator == pred && head.team == pred.team)\r
+                               return TRUE;\r
+               }\r
+       }\r
+       return FALSE;\r
+}\r
+\r
 float Vore_CanLeave()\r
 {\r
-       if(teams_matter && self.team == self.predator.team)\r
-               return TRUE;\r
+       if(self.predator.classname == "player")\r
+       {\r
+               if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
+                       return TRUE;\r
+               if(teams_matter && self.team == self.predator.team)\r
+                       return TRUE;\r
+               if(g_rpg && cvar("g_rpg_canleave"))\r
+                       return TRUE;\r
+       }\r
        return FALSE;\r
 }\r
 \r
@@ -94,11 +141,11 @@ void Vore_CameraEffect_Apply()
        else\r
                self.cameraeffect_current = self.cameraeffect_target;\r
 \r
-       self.view_ofs_z = self.vore_oldview_ofs_z / self.cameraeffect_current;\r
+       self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;\r
 }\r
 \r
 .float gurgle_oldstomachload;\r
-void Vore_Gurglesound()\r
+void Vore_GurgleSound()\r
 {\r
        if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
        {\r
@@ -109,7 +156,7 @@ void Vore_Gurglesound()
        }\r
 }\r
 \r
-void Vore_Weight_apply(entity e)\r
+void Vore_WeightApply(entity e)\r
 {\r
        // apply stomach weight that makes you heavier the more you eat\r
        // slowing the player is done in cl_physics.qc\r
@@ -121,6 +168,22 @@ void Vore_Weight_apply(entity e)
        e.vore_oldstomachload = e.stomach_load;\r
 }\r
 \r
+void Vore_AutoDigest(entity e)\r
+{\r
+       // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+       if(!cvar("g_vore_digestion") || e.digesting)\r
+               return;\r
+       if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
+               return; // this feature is only for players, not bots\r
+       if(e.stomach_load > 1)\r
+               return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
+       if(Stomach_TeamMates_check(e))\r
+               return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+       e.digesting = TRUE;\r
+}\r
+\r
 .entity pusher;\r
 .float pushltime;\r
 void Vore_Swallow(entity e)\r
@@ -129,7 +192,6 @@ void Vore_Swallow(entity e)
 \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.predator = self;\r
        setorigin(e, e.predator.origin);\r
@@ -151,15 +213,20 @@ void Vore_Swallow(entity e)
 \r
        if(teams_matter && e.team == e.predator.team)\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
+               if(cvar("g_vore_kick"))\r
+                       centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
+               if(cvar("g_vore_digestion"))\r
+                       centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
        }\r
 \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.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
        e.predator.stomach_load += 1;\r
        e.predator.regurgitate_prepare = 0;\r
-       Vore_Weight_apply(e.predator);\r
+       e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
+       Vore_WeightApply(e.predator);\r
+       Vore_AutoDigest(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
        e.predator.weapon_delay = time + button_delay_time;\r
@@ -174,7 +241,7 @@ void Vore_Regurgitate(entity e)
        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.view_ofs_z = PL_VIEW_OFS_z;\r
        e.alpha = default_player_alpha;\r
 \r
        // apply velocities\r
@@ -195,10 +262,11 @@ void Vore_Regurgitate(entity e)
        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.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\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
+       Vore_WeightApply(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame\r
        e.weapon_delay = time + button_delay_time;\r
@@ -206,25 +274,84 @@ void Vore_Regurgitate(entity e)
        e.predator = world;\r
 }\r
 \r
+void Vore_DeadPrey_Configure(entity e)\r
+{\r
+       // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
+\r
+       if(e.fakeprey || e.predator.classname != "player") // already configured\r
+               return;\r
+\r
+       // this entity is like e.predator but for dead prey, to avoid conflicts\r
+       e.fakepredator = e.predator;\r
+       e.fakeprey = TRUE;\r
+\r
+       // first release the prey from the predator, as dead prey needs to be attached differently\r
+       // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
+       e.predator.stomach_load -= 1;\r
+       Vore_WeightApply(e.predator);\r
+       e.predator = world;\r
+\r
+       // now put our dead prey inside the predator's stomach, but only as an effect\r
+       e.movetype = MOVETYPE_FOLLOW;\r
+       e.takedamage = DAMAGE_NO;\r
+       e.solid = SOLID_NOT;\r
+       e.aiment = e.fakepredator;\r
+\r
+       // completely remove the dead body\r
+       e.modelindex = 0;\r
+}\r
+\r
+void Vore_DeadPrey_Detach(entity e)\r
+{\r
+       // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
+       // should only execute after Vore_DeadPrey_Configure has ran first\r
+\r
+       if not(cvar("g_vore_keepdeadprey"))\r
+               return;\r
+\r
+       e.fakepredator = world;\r
+       e.fakeprey = FALSE;\r
+       e.aiment = world;\r
+       e.movetype = MOVETYPE_TOSS;\r
+}\r
+\r
+void Vore_PreyRelease(entity e, float pred_disconnect)\r
+{\r
+       if(pred_disconnect)\r
+       {\r
+               if(e.fakeprey)\r
+                       Vore_DeadPrey_Detach(e);\r
+               else\r
+                       Vore_Regurgitate(e);\r
+       }\r
+       else\r
+       {\r
+               // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
+               if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
+                       Vore_DeadPrey_Configure(e);\r
+               else\r
+                       Vore_Regurgitate(e);\r
+       }\r
+}\r
+\r
 void Vore_Disconnect()\r
 {\r
        // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
 \r
        // prey disconnects or goes spectating while inside someone's belly\r
        if(self.predator.classname == "player")\r
-               Vore_Regurgitate(self);\r
+               Vore_PreyRelease(self, TRUE);\r
 \r
        // pred disconnects or goes spectating with players in their belly\r
-       else if(self.stomach_load > 0)\r
+       entity head;\r
+       FOR_EACH_PLAYER(head)\r
        {\r
-               entity head;\r
-               FOR_EACH_PLAYER(head)\r
-               {\r
-                       if(head.predator == self)\r
-                               Vore_Regurgitate(head);\r
-               }\r
-               Vore_Gurglesound(); // stop the gurgling sound\r
+               if(head.predator == self || head.fakepredator == self)\r
+                       Vore_PreyRelease(head, TRUE);\r
        }\r
+       Vore_GurgleSound(); // stop the gurgling sound\r
+\r
+       self.stomach_load = self.gravity = 0; // prevents a bug\r
 }\r
 \r
 .float digestion_step;\r
@@ -246,7 +373,7 @@ void Vore_Digest()
                self.predator.digestion_step = time + steptime;\r
        }\r
 \r
-       if(self.health <= 0)\r
+       if(self.deadflag != DEAD_NO)\r
        if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
                self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
 }\r
@@ -261,6 +388,13 @@ void Vore_Teamheal()
        {\r
                self.health += cvar("g_balance_vore_teamheal");\r
                self.teamheal_step = time + steptime;\r
+\r
+               // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
+               if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
+               {\r
+                       play2(self, "misc/beep.wav");\r
+                       play2(self.predator, "misc/beep.wav");\r
+               }\r
        }\r
 }\r
 \r
@@ -273,8 +407,11 @@ void Vore_StomachKick()
        {\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.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
+               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
+               sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
+               self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
+               self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
 \r
                if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
                        Vore_Regurgitate(self);\r
@@ -291,18 +428,82 @@ void Vore_StomachLeave()
                Vore_Regurgitate(self);\r
        else if(time > self.complain_vore)\r
        {\r
-               play2(self, "weapons/unavailable.wav");\r
+               play2(self, "misc/forbidden.wav");\r
                sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
                self.complain_vore = time + complain_delay_time;\r
        }\r
 }\r
 \r
+void Vore_AutoTaunt()\r
+{\r
+       // triggers ambient vore taunts, for both pred and prey\r
+\r
+       float taunt_time;\r
+\r
+       // predator taunts\r
+       if(self.stomach_load && !Stomach_TeamMates_check(self))\r
+       {\r
+               if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+               {\r
+                       taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+                       SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
+               }\r
+       }\r
+       else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
+       {\r
+               // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
+               SetAutoTaunt(self, 0, 0);\r
+       }\r
+\r
+       // prey taunts\r
+       if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
+       {\r
+               if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
+               {\r
+                       taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
+                       SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
+               }\r
+       }\r
+       else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
+       {\r
+               // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
+               SetAutoTaunt(self, 0, 0);\r
+       }\r
+}\r
+\r
 void Vore()\r
 {\r
        // main vore code, this is where it all happens\r
 \r
-       // set all vore related stats\r
-       if(self.predator.classname == "player")\r
+       if(!cvar("g_vore")) // the vore system is disabled\r
+       {\r
+               Vore_Disconnect();\r
+               return;\r
+       }\r
+\r
+       Vore_AutoTaunt();\r
+\r
+       // wash the goo away from players once they leave the stomach\r
+       if(self.predator.classname != "player")\r
+       if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
+       if(self.colormod)\r
+       if(cvar("g_vore_regurgitatecolor_release_fade"))\r
+       {\r
+               self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_x > 1)\r
+                       self.colormod_x = 1;\r
+               self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_y > 1)\r
+                       self.colormod_y = 1;\r
+               self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
+               if(self.colormod_z > 1)\r
+                       self.colormod_z = 1;\r
+       }\r
+\r
+       // set all vore stats\r
+       if(self.fakeprey)\r
+               self.stat_eaten = num_for_edict(self.fakepredator);\r
+       else if(self.predator.classname == "player")\r
        {\r
                self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
                self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
@@ -316,7 +517,31 @@ void Vore()
        }\r
        self.stat_canleave = Vore_CanLeave();\r
 \r
-       // skip the vore system under some circumstances\r
+       // don't allow a player inside a player inside another player :)\r
+       // prevent this by checking if such has happened, and taking the proper measures\r
+       // this code has a high priority and must not be stopped by any delay, so run it here\r
+       if(self.predator.predator.classname == "player")\r
+       {\r
+               entity target_predator, target_predator_predator, oldself;\r
+               target_predator = self.predator;\r
+               target_predator_predator = self.predator.predator;\r
+\r
+               Vore_Regurgitate(self);\r
+\r
+               // now steal our prey's prey if this probability applies\r
+               if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
+               {\r
+                       oldself = self;\r
+                       self = target_predator_predator;\r
+                       if(Swallow_condition_check(oldself))\r
+                       if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
+                       if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
+                               Vore_Swallow(oldself);\r
+                       self = oldself;\r
+               }\r
+       }\r
+\r
+       // apply delays and skip the vore system under some circumstances\r
        if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
        {\r
                Vore_Disconnect();\r
@@ -335,12 +560,23 @@ void Vore()
        prey = Swallow_player_check();\r
 \r
        // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
-       if(self.BUTTON_ATCK && !self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
+       self.stat_canswallow = 0;\r
        if(Swallow_condition_check(prey))\r
-               Vore_Swallow(prey);\r
+       {\r
+               // canswallow stat, used by the HUD\r
+               if(teams_matter && prey.team == self.team)\r
+                       self.stat_canswallow = 2;\r
+               else\r
+                       self.stat_canswallow = 1;\r
+\r
+               if(self.BUTTON_ATCK)\r
+                       Vore_Swallow(prey);\r
+       }\r
+       else if(prey != world)\r
+               self.stat_canswallow = -1;\r
 \r
        // toggle digestion, if the player has someone in their stomach\r
-       if(self.BUTTON_DIGEST)\r
+       if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
        {\r
                if(self.stomach_load)\r
                {\r
@@ -352,12 +588,12 @@ void Vore()
                }\r
                else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/forbidden.wav");\r
                        sprint(self, "There is nothing to digest\n");\r
                        self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
-       if(!self.stomach_load)\r
+       if(!self.stomach_load || !cvar("g_vore_digestion"))\r
                self.digesting = FALSE;\r
 \r
        // predator wishes to regurgitate his prey\r
@@ -374,40 +610,35 @@ void Vore()
                }\r
                else if(time > self.complain_vore)\r
                {\r
-                       play2(self, "weapons/unavailable.wav");\r
+                       play2(self, "misc/forbidden.wav");\r
                        sprint(self, "There is nothing to regurgitate\n");\r
                        self.complain_vore = time + complain_delay_time;\r
                }\r
        }\r
 \r
        if(cvar("g_vore_gurglesound"))\r
-               Vore_Gurglesound();\r
+               Vore_GurgleSound();\r
 \r
 // --------------------------------\r
 // Code that addresses the prey:\r
 // --------------------------------\r
 \r
+       // keepdeadprey - detach dead prey if their predator died or got swallowed\r
+       if(self.fakepredator.classname == "player")\r
+       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
+               Vore_DeadPrey_Detach(self);\r
+\r
        if(self.predator.classname != "player")\r
                return;\r
 \r
-       if(self.predator.deadflag || self.deadflag)\r
-               Vore_Regurgitate(self);\r
-       else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
+       if(self.deadflag != DEAD_NO)\r
        {\r
-               entity target_predator, oldself;\r
-               target_predator = self.predator.predator;\r
+               Vore_PreyRelease(self, FALSE);\r
+               return;\r
+       }\r
 \r
+       if(self.predator.deadflag != DEAD_NO)\r
                Vore_Regurgitate(self);\r
-               if(random() < cvar("g_vore_stealprey")) // steal our prey's prey if this probability returns true\r
-               if not(teams_matter && self.predator.team == target_predator.team) // don't steal a team mate's prey\r
-               if(Swallow_condition_check(self))\r
-               {\r
-                       oldself = self;\r
-                       self = target_predator;\r
-                       Vore_Swallow(oldself);\r
-                       self = oldself;\r
-               }\r
-       }\r
        else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
                Vore_Regurgitate(self);\r
 \r
@@ -423,13 +654,18 @@ void Vore()
        if(self.predator.digesting == TRUE)\r
                Vore_Digest();\r
        if(teams_matter && self.team == self.predator.team)\r
+       if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
                Vore_Teamheal();\r
 \r
        // execute prey commands\r
-       if(self.BUTTON_ATCK)\r
+       if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
                Vore_StomachKick();\r
        if(self.BUTTON_JUMP)\r
                Vore_StomachLeave();\r
 \r
        Vore_CameraEffect_Apply();\r
+\r
+       // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
+       // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
+       kh_Key_DropAll(self, FALSE);\r
 }
\ No newline at end of file