]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Tilted view when receiving stomach kicks
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index 592284562cca0be1cbba34e8c0f3d063263b7a2b..e5452e6a739c3775376955e8438afe1241da7d68 100644 (file)
@@ -72,6 +72,22 @@ float Swallow_condition_check(entity prey)
        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(self.predator.classname == "player")\r
@@ -117,7 +133,7 @@ void Vore_CameraEffect_Apply()
 }\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
@@ -128,7 +144,7 @@ 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
@@ -140,6 +156,22 @@ 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
@@ -179,7 +211,8 @@ void Vore_Swallow(entity e)
        e.predator.stomach_load += 1;\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
-       Vore_Weight_apply(e.predator);\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
@@ -219,7 +252,7 @@ void Vore_Regurgitate(entity e)
        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
@@ -227,13 +260,70 @@ 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.alpha = -1;\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.aiment = world;\r
+\r
+       if(!e.deadflag)\r
+               e.fakeprey = FALSE;\r
+}\r
+\r
+void Vore_PreyRelease(entity e)\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
+       }\r
+       else\r
+               Vore_Regurgitate(e);\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);\r
 \r
        // pred disconnects or goes spectating with players in their belly\r
        else if(self.stomach_load > 0)\r
@@ -242,9 +332,9 @@ void Vore_Disconnect()
                FOR_EACH_PLAYER(head)\r
                {\r
                        if(head.predator == self)\r
-                               Vore_Regurgitate(head);\r
+                               Vore_PreyRelease(head);\r
                }\r
-               Vore_Gurglesound(); // stop the gurgling sound\r
+               Vore_GurgleSound(); // stop the gurgling sound\r
        }\r
 \r
        self.stomach_load = self.gravity = 0; // prevents a bug\r
@@ -298,6 +388,7 @@ void Vore_StomachKick()
                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
                sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", 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
@@ -320,6 +411,43 @@ void Vore_StomachLeave()
        }\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
@@ -330,6 +458,25 @@ void Vore()
                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 related stats\r
        if(self.predator.classname == "player")\r
        {\r
@@ -388,9 +535,18 @@ 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)\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
 \r
        // toggle digestion, if the player has someone in their stomach\r
        if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
@@ -434,16 +590,27 @@ void Vore()
        }\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.deadflag || self.predator.deadflag)\r
+       if(self.deadflag)\r
+       {\r
+               Vore_PreyRelease(self);\r
+               return;\r
+       }\r
+\r
+       if(self.predator.deadflag)\r
                Vore_Regurgitate(self);\r
        else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
                Vore_Regurgitate(self);\r