]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Use swing animation and sound for normal grabber alt fire
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index c4b467ec68cc651c01fe1d443df1c68a80f13215..b824895ee2a36019ff7824b0b14fdac3a0a8f599 100644 (file)
@@ -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
@@ -286,7 +286,7 @@ void Vore_DeadPrey_Configure(entity e)
        e.aiment = e.fakepredator;\r
 \r
        // completely remove the dead body\r
-       e.alpha = -1;\r
+       e.modelindex = 0;\r
 }\r
 \r
 void Vore_DeadPrey_Detach(entity e)\r
@@ -298,22 +298,24 @@ void Vore_DeadPrey_Detach(entity e)
                return;\r
 \r
        e.fakepredator = world;\r
+       e.fakeprey = FALSE;\r
        e.aiment = world;\r
-\r
-       if(!e.deadflag)\r
-               e.fakeprey = FALSE;\r
+       e.movetype = MOVETYPE_TOSS;\r
 }\r
 \r
-void Vore_PreyRelease(entity e)\r
+void Vore_PreyRelease(entity e, float pred_disconnect)\r
 {\r
        // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
        if(e.health <= 0 && cvar("g_vore_keepdeadprey"))\r
        {\r
-               Vore_DeadPrey_Configure(e);\r
-\r
                // if keepdeadprey is enabled and the predator disconnected, detach the dead prey\r
-               if(e.fakepredator.classname != "player")\r
-                       Vore_DeadPrey_Detach(e);\r
+               if(pred_disconnect)\r
+               {\r
+                       if(e.fakeprey)\r
+                               Vore_DeadPrey_Detach(e);\r
+               }\r
+               else\r
+                       Vore_DeadPrey_Configure(e);\r
        }\r
        else\r
                Vore_Regurgitate(e);\r
@@ -325,19 +327,16 @@ void Vore_Disconnect()
 \r
        // prey disconnects or goes spectating while inside someone's belly\r
        if(self.predator.classname == "player")\r
-               Vore_PreyRelease(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_PreyRelease(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
@@ -393,16 +392,35 @@ void Vore_StomachKick()
 \r
        if(time > self.stomachkick_delay)\r
        {\r
-               float damage;\r
+               float damage, force, rekick;\r
+               entity e;\r
+\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, v_forward * cvar("g_balance_vore_kick_force"));\r
+               force = cvar("g_balance_vore_kick_force");\r
+               rekick = time + cvar("g_balance_vore_kick_delay");\r
+\r
+               // if we still have a weapon, we use that to kick for more damage\r
+               // stomach kicking with a weapon does nothing more than boosting existing damage\r
+               if(self.weapon)\r
+               {\r
+                       e = get_weaponinfo(self.weapon);\r
+                       damage += cvar(strcat("g_balance_", e.netname, "_kick_damage"));\r
+                       force += cvar(strcat("g_balance_", e.netname, "_kick_force"));\r
+                       rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire"));\r
+                       if (!g_norecoil)\r
+                               self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil"));\r
+                       sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
+                       weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above\r
+               }\r
+\r
+               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * force);\r
                sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
                self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
 \r
                if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
                        Vore_Regurgitate(self);\r
 \r
-               self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
+               self.stomachkick_delay = rekick;\r
        }\r
 }\r
 \r
@@ -617,7 +635,7 @@ void Vore()
 \r
        if(self.deadflag)\r
        {\r
-               Vore_PreyRelease(self);\r
+               Vore_PreyRelease(self, FALSE);\r
                return;\r
        }\r
 \r