1 .float regurgitate_prepare;
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2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
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3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid;
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6 const float system_delay_time = 0.1;
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7 const float complain_delay_time = 1;
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8 const float button_delay_time = 0.5;
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9 const float steptime = 0.1;
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11 entity Swallow_player_check()
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13 // check if we can swallow a player instead of firing our weapon
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15 float swallow_range;
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16 vector vore_w_shotorg, vore_w_shotdir;
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18 swallow_range = cvar("g_balance_vore_swallow_range");
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19 if(cvar("g_healthsize")) // we can swallow from further or closer based on our size
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20 swallow_range *= self.scale;
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21 makevectors(self.angles);
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22 vore_w_shotorg = self.origin;
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23 vore_w_shotdir = v_forward;
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25 if(self.antilag_debug)
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26 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);
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28 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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29 if(trace_fraction < 1)
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30 if(trace_ent.classname == "player")
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35 float Swallow_condition_check(entity prey)
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37 // checks the necessary conditions for swallowing a player
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40 if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach
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41 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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42 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
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45 prey_mass = cvar("g_balance_vore_load_prey_mass");
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46 if(cvar("g_healthsize"))
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47 prey_mass *= prey.scale;
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49 string swallow_complain;
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50 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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51 swallow_complain = "You cannot swallow your team mates\n";
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52 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
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53 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
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54 else if(self.stomach_load + prey_mass > self.stomach_maxload)
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55 swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");
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56 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
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57 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
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58 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
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59 swallow_complain = "You cannot swallow someone larger than you\n";
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61 if(swallow_complain != "")
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63 if(time > self.complain_vore && self.BUTTON_ATCK)
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65 play2(self, "misc/forbidden.wav");
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66 sprint(self, swallow_complain);
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67 self.complain_vore = time + complain_delay_time;
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76 float Stomach_TeamMates_check(entity pred)
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78 // checks if a player's stomach contains any team mates
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83 FOR_EACH_PLAYER(head)
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85 if(head.predator == pred && head.team == pred.team)
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92 float Stomach_HasLivePrey(entity pred)
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95 FOR_EACH_PLAYER(head)
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97 if(head.predator == pred)
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98 if(head.deadflag == DEAD_NO)
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104 float Vore_CanLeave()
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106 if(self.stat_eaten)
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108 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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110 if(teams_matter && self.team == self.predator.team)
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112 if(g_rpg && cvar("g_rpg_canleave"))
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118 // position the camera properly for prey
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119 void Vore_SetPreyPositions(entity pred)
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121 // pred is the predator and head is the prey
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124 local vector origin_apply;
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126 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
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127 // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.
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128 FOR_EACH_PLAYER(head)
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130 if(head.predator == pred)
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132 origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");
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133 origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");
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134 origin_apply_z = PL_PREY_VIEW_OFS_z;
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136 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
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137 head.view_ofs = origin_apply;
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142 .float gurgle_oldstomachload;
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143 void Vore_GurgleSound()
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145 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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147 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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149 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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150 self.gurgle_oldstomachload = self.stomach_load;
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154 void Vore_StomachLoad_Apply()
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156 // apply stomach weight that makes you heavier and larger the more you eat
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157 // slowing the player is done in cl_physics.qc
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162 // apply the stomach capacity of the predator
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163 self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");
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164 if(cvar("g_healthsize"))
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165 self.stomach_maxload *= self.scale;
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166 self.stomach_maxload = floor(self.stomach_maxload);
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168 self.stomach_load = 0; // start from zero
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171 if(e.predator == self)
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173 prey_mass = cvar("g_balance_vore_load_prey_mass");
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174 if(cvar("g_healthsize"))
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175 prey_mass *= e.scale;
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176 self.stomach_load += floor(prey_mass);
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181 self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");
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182 if(!self.gravity && self.stomach_load)
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183 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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186 void Vore_AutoDigest(entity e)
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188 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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190 if(!cvar("g_vore_digestion") || e.digesting)
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192 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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193 return; // this feature is only for players, not bots
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194 if(e.stomach_load > 1)
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195 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
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196 if(Stomach_TeamMates_check(e))
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197 return; // never begin automatic digestion if we've swallowed a team mate
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199 e.digesting = TRUE;
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202 .entity swallow_model;
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203 float Vore_SwallowModel_CustomizeEntityForClient()
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205 // use the same system as the weapon model
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207 self.viewmodelforclient = self.owner;
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208 self.alpha = self.owner.cvar_cl_vore_swallowmodel;
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210 if(other.classname == "spectator")
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211 if(other.enemy == self.owner)
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213 self.viewmodelforclient = other;
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214 self.alpha = other.cvar_cl_vore_swallowmodel;
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220 void Vore_SwallowModel_Think()
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222 // update the position of the swallow model to match our swallow progress
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224 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
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225 if(cvar("g_healthsize"))
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226 dist *= self.scale;
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227 self.view_ofs = '1 0 0' * dist;
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229 // if our swallow progress is gone or we are dead, the swallow model also goes away
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230 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
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232 remove(self.owner.swallow_model);
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233 self.owner.swallow_model = world;
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237 // properties that should update whenever possible, but when the predator is not available
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238 self.nextthink = time;
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241 void Vore_SwallowModel_Update(entity prey, entity pred)
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243 // if we don't have a swallow model already, spawn one
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244 if(!prey.swallow_model)
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246 prey.swallow_model = spawn();
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247 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
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248 prey.swallow_model.solid = SOLID_NOT;
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249 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
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250 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
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251 prey.swallow_model.owner = prey;
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252 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;
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253 prey.swallow_model.think = Vore_SwallowModel_Think;
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254 prey.swallow_model.nextthink = time;
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257 // properties that should update whenever possible, but when the predator is available
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258 string player_swallowmodel;
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259 player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length
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260 if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active
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261 setmodel(prey.swallow_model, player_swallowmodel);
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262 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
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263 prey.swallow_model.skin = pred.skin;
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264 if(cvar("g_healthsize"))
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265 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
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266 if(prey.swallow_model.enemy != pred)
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267 prey.swallow_model.enemy = pred; // enemy is the predator
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268 if(prey.swallow_model.colormap != pred.colormap)
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269 prey.swallow_model.colormap = pred.colormap; // pants and shirt color
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270 if(prey.swallow_model.glowmod != pred.glowmod)
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271 prey.swallow_model.glowmod = pred.glowmod; // glow color
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276 void Vore_Swallow(entity e)
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278 // this player is being swallowed by another player, apply the proper changes
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280 e.vore_oldmovetype = e.movetype;
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281 e.vore_oldsolid = e.solid;
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282 e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");
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285 setorigin(e, e.predator.origin);
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286 e.velocity = '0 0 0';
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287 e.movetype = MOVETYPE_FOLLOW;
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288 e.solid = SOLID_NOT;
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289 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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291 // drop keys (KH) and flags (CTF) when we get swallowed
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292 kh_Key_DropAll(e, FALSE);
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294 DropFlag(e.flagcarried, world, e.predator);
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296 if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))
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297 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));
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299 if(teams_matter && e.team == e.predator.team)
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301 if(cvar("g_vore_kick"))
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302 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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303 if(cvar("g_vore_digestion"))
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304 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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307 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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308 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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309 e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");
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310 e.predator.regurgitate_prepare = 0;
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311 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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312 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
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313 Vore_AutoDigest(e.predator);
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314 Vore_SetPreyPositions(e.predator);
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316 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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317 e.predator.weapon_delay = time + button_delay_time;
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318 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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319 e.system_delay = e.predator.system_delay = time + system_delay_time;
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320 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
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323 void Vore_SwallowStep(entity e)
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325 if(!cvar("g_balance_vore_swallow_speed_fill"))
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331 Vore_SwallowModel_Update(e, self);
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333 // increase the progress value until it reaches 1, then swallow the player
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334 if(e.swallow_progress_prey < 1)
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337 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;
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338 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size
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339 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));
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340 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
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341 fill /= e.stomach_load;
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343 e.swallow_progress_prey += fill;
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348 e.swallow_progress_prey = 0;
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351 // the predator's progress is how much the prey got swallowed
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352 self.swallow_progress_pred = e.swallow_progress_prey;
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355 void Vore_Regurgitate(entity e)
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357 // this player is being regurgitated by their predator, apply the proper changes
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359 e.movetype = e.vore_oldmovetype;
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360 if(e.health > 0) // leave SOLID_NOT for dead bodies
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361 e.solid = e.vore_oldsolid;
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362 e.view_ofs_z = PL_VIEW_OFS_z;
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363 e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");
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365 // if the prey has been fully digested, silently detach them
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366 if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))
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368 e.predator = world;
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369 e.modelindex = 0; // hide the dead body
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373 // apply velocities
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374 local vector oldforward, oldright, oldup;
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375 oldforward = v_forward;
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376 oldright = v_right;
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378 makevectors(e.predator.v_angle);
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379 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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380 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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381 v_forward = oldforward;
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382 v_right = oldright;
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385 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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386 e.pushltime = time + cvar("g_maxpushtime");
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388 // if the dead body of the prey is below gibbing health, gib it
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389 e.stat_eaten = 0; // necessary for gibs to show
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390 PlayerGib(e, e.predator);
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392 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
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393 if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))
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395 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
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396 Vore_SwallowModel_Update(e, e.predator);
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399 // apply regurgitation damage to the predator
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400 if(cvar("g_balance_vore_regurgitate_damage"))
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402 float regurgitate_dmg;
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403 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
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404 if(cvar("g_healthsize"))
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405 regurgitate_dmg *= e.scale / e.predator.scale;
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406 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
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409 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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410 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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411 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
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412 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");
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413 e.predator.regurgitate_prepare = 0;
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414 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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415 Vore_SetPreyPositions(e.predator);
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417 // block firing for a small amount of time, or we'll be firing the next frame
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418 e.weapon_delay = time + button_delay_time;
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419 e.system_delay = e.predator.system_delay = time + system_delay_time;
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420 e.predator = world;
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423 void Vore_Disconnect()
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425 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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427 // prey disconnects or goes spectating while inside someone's belly
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428 if(self.stat_eaten)
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429 Vore_Regurgitate(self);
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431 // pred disconnects or goes spectating with players in their belly
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433 FOR_EACH_PLAYER(head)
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435 if(head.predator == self)
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436 Vore_Regurgitate(head);
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438 Vore_GurgleSound(); // stop the gurgling sound
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440 self.stomach_load = self.gravity = 0; // prevents a bug
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443 .float digestion_step;
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446 // apply digestion to prey
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448 if(self.predator.deadflag != DEAD_NO) // dead predators don't digest
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450 self.predator.digesting = FALSE;
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453 if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health
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456 if(time > self.digestion_step)
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458 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach
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459 float damage, damage_offset;
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462 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage
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463 damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;
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464 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage
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465 damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));
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466 damage_offset = ceil(damage_offset);
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468 damage = cvar("g_balance_vore_digestion_damage") / damage_offset;
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469 if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey
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470 damage *= cvar("g_balance_vore_digestion_damage_death");
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472 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
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473 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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474 self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");
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476 if (self.predator.digestsound_finished < time)
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478 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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479 self.predator.digestsound_finished = time + 0.5;
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481 self.digestion_step = time + steptime;
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484 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))
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485 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));
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488 .float teamheal_step;
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489 void Vore_Teamheal()
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493 if(self.deadflag != DEAD_NO)
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496 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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497 if(time > self.teamheal_step)
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499 self.health += cvar("g_balance_vore_teamheal");
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500 self.teamheal_step = time + steptime;
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502 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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503 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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505 play2(self, "misc/beep.wav");
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506 play2(self.predator, "misc/beep.wav");
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511 .float kick_pressed;
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512 void Vore_StomachKick()
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514 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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516 if(self.deadflag != DEAD_NO)
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519 if(time > self.stomachkick_delay && !self.kick_pressed)
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523 damage = cvar("g_balance_vore_kick_damage");
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524 force = v_forward * cvar("g_balance_vore_kick_force");
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527 // apply player scale to the damage / force of the kick
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528 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
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530 damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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531 force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
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532 vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale
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534 vol = bound(0, vol, 1);
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536 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
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537 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);
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538 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");
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539 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");
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541 // abort the predator's scheduled regurgitation
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542 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
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543 self.predator.regurgitate_prepare = 0;
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545 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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546 if(cvar("g_balance_vore_kick_repress"))
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547 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
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548 self.kick_pressed = TRUE;
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552 void Vore_StomachLeave()
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554 // allows players to get out of their predator at will in some circumstances, such as team mates
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556 if(self.deadflag != DEAD_NO)
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559 if(Vore_CanLeave())
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560 Vore_Regurgitate(self);
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561 else if(time > self.complain_vore)
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563 play2(self, "misc/forbidden.wav");
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564 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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565 self.complain_vore = time + complain_delay_time;
\r
569 void Vore_AutoTaunt()
\r
571 // triggers ambient vore taunts, for both pred and prey
\r
576 if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))
\r
578 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
580 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
581 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
584 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
586 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
587 SetAutoTaunt(self, 0, 0);
\r
591 if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)
\r
593 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
595 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
596 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
599 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
601 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
602 SetAutoTaunt(self, 0, 0);
\r
606 void Vore_SetSbarRings()
\r
608 // first clear the ring stats, then configure them if needed
\r
609 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
\r
610 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
\r
612 if(self.stat_eaten)
\r
614 if(time <= self.stomachkick_delay)
\r
616 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
\r
617 self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);
\r
622 if(self.swallow_progress_pred)
\r
624 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
\r
625 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
627 else if(time <= self.action_delay)
\r
629 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
630 self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);
\r
633 if(self.swallow_progress_prey)
\r
635 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
636 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
638 else if(time <= self.regurgitate_prepare)
\r
640 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
641 self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);
\r
646 .float regurgitatecolor_particles_tick;
\r
649 // main vore code, this is where it all happens
\r
653 if(!self.stat_eaten)
\r
654 if(self.modelindex) // not if we're a gibbed dead body or not visible any more
\r
656 if(self.colormod != '1 1 1')
\r
658 // slowly wash stomach fluids off players once they're out of the stomach
\r
659 if(cvar("g_vore_regurgitatecolor_fade"))
\r
660 if(self.deadflag == DEAD_NO) // not for dead bodies
\r
663 goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;
\r
664 goo_fade *= 1 + self.waterlevel; // fade faster when underwater
\r
666 self.colormod_x += goo_fade;
\r
667 if(self.colormod_x > 1)
\r
668 self.colormod_x = 1;
\r
669 self.colormod_y += goo_fade;
\r
670 if(self.colormod_y > 1)
\r
671 self.colormod_y = 1;
\r
672 self.colormod_z += goo_fade;
\r
673 if(self.colormod_z > 1)
\r
674 self.colormod_z = 1;
\r
677 // constant particles falling off dirty players
\r
678 if(cvar("g_vore_regurgitatecolor_particles"))
\r
679 if(self.regurgitatecolor_particles_tick < time)
\r
681 pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);
\r
682 self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is
\r
686 // set all vore stats
\r
687 Vore_SetSbarRings();
\r
688 if(self.predator.classname == "player")
\r
690 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
691 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board
\r
692 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
693 self.stat_eaten = num_for_edict(self.predator);
\r
697 self.stat_stomachload = self.stomach_load;
\r
698 self.stat_stomachmaxload = self.stomach_maxload;
\r
699 self.stat_digesting = self.digesting;
\r
700 self.stat_eaten = 0;
\r
702 self.stat_canleave = Vore_CanLeave();
\r
704 // don't allow a player inside a player inside another player :)
\r
705 // prevent this by checking if such has happened, and taking the proper measures
\r
706 // this code has a high priority and must not be stopped by any delay, so run it here
\r
707 if(self.predator.stat_eaten)
\r
709 entity target_predator, target_predator_predator, oldself;
\r
710 target_predator = self.predator;
\r
711 target_predator_predator = self.predator.predator;
\r
713 Vore_Regurgitate(self);
\r
715 // now steal our prey's prey if this probability applies
\r
716 if(random() < cvar("g_balance_vore_swallow_stealprey"))
\r
719 self = target_predator_predator;
\r
720 if(Swallow_condition_check(oldself))
\r
721 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
722 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
723 Vore_Swallow(oldself);
\r
728 // the swallow progress of prey and preds idly decrease by this amount
\r
729 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
731 if(self.swallow_progress_pred)
\r
733 self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
734 if(self.swallow_progress_pred < 0)
\r
735 self.swallow_progress_pred = 0;
\r
737 if(self.swallow_progress_prey)
\r
739 self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;
\r
740 if(self.swallow_progress_prey < 0)
\r
741 self.swallow_progress_prey = 0;
\r
745 // set the predator's stomach load and capacity
\r
746 Vore_StomachLoad_Apply();
\r
748 // apply delays and skip the vore system under some circumstances
\r
749 if(!cvar("g_vore")) // the vore system is disabled
\r
754 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
759 if(self.spectatee_status)
\r
761 if(time < self.system_delay)
\r
764 // --------------------------------
\r
765 // Code that addresses predators:
\r
766 // --------------------------------
\r
769 prey = Swallow_player_check();
\r
771 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
772 self.stat_canswallow = 0;
\r
773 if(Swallow_condition_check(prey))
\r
775 // canswallow stat, used by the HUD
\r
776 if(teams_matter && prey.team == self.team)
\r
777 self.stat_canswallow = 2;
\r
779 self.stat_canswallow = 1;
\r
781 if(self.BUTTON_ATCK)
\r
782 Vore_SwallowStep(prey);
\r
784 else if(prey != world)
\r
785 self.stat_canswallow = -1;
\r
787 // toggle digestion, if the player has someone in their stomach
\r
788 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
790 if(self.stomach_load)
\r
792 if(time > self.digest_button_delay_time)
\r
794 self.digesting = !self.digesting;
\r
795 self.digest_button_delay_time = time + button_delay_time;
\r
798 else if(time > self.complain_vore)
\r
800 play2(self, "misc/forbidden.wav");
\r
801 sprint(self, "There is nothing to digest\n");
\r
802 self.complain_vore = time + complain_delay_time;
\r
805 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
806 self.digesting = FALSE;
\r
808 // predator wishes to regurgitate his prey
\r
809 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
811 if(self.stomach_load)
\r
813 if(time > self.regurgitate_button_delay_time)
\r
815 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
816 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
817 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
818 self.regurgitate_button_delay_time = time + button_delay_time;
\r
821 else if(time > self.complain_vore)
\r
823 play2(self, "misc/forbidden.wav");
\r
824 sprint(self, "There is nothing to regurgitate\n");
\r
825 self.complain_vore = time + complain_delay_time;
\r
829 if(cvar("g_vore_gurglesound"))
\r
830 Vore_GurgleSound();
\r
832 // --------------------------------
\r
833 // Code that addresses the prey:
\r
834 // --------------------------------
\r
836 if(!self.stat_eaten)
\r
839 if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit
\r
840 self.health = cvar("g_balance_vore_digestion_limit");
\r
842 // automatically regurgitate prey that has reached their digestion limit
\r
843 if(cvar("g_balance_vore_digestion_limit_regurgitate"))
\r
844 if(self.health <= cvar("g_balance_vore_digestion_limit"))
\r
846 Vore_Regurgitate(self);
\r
850 // do we stick around inside dead furries? x_x
\r
851 if(self.predator.deadflag != DEAD_NO)
\r
853 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out
\r
855 Vore_Regurgitate(self);
\r
858 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation
\r
859 self.predator.regurgitate_prepare = 0;
\r
862 if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out
\r
864 Vore_Regurgitate(self);
\r
867 if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.predator.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.predator.stomach_load / self.predator.stomach_maxload)) // predator's going too fast, gets sick and throws up
\r
869 Vore_Regurgitate(self);
\r
873 // apply delayed regurgitating if it was scheduled
\r
874 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
876 self.predator.regurgitate_prepare = 0;
\r
877 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
878 Vore_Regurgitate(self);
\r
881 // execute digesting and team healing
\r
882 if(self.predator.digesting == TRUE)
\r
884 if(teams_matter && self.team == self.predator.team)
\r
885 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
888 // execute prey commands
\r
889 if(self.BUTTON_ATCK)
\r
891 if(cvar("g_vore_kick"))
\r
892 Vore_StomachKick();
\r
895 self.kick_pressed = FALSE;
\r
896 if(self.BUTTON_JUMP)
\r
897 Vore_StomachLeave();
\r
899 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
900 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
901 kh_Key_DropAll(self, FALSE);
\r