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1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         makevectors(self.angles);\r
22         vore_w_shotorg = self.origin;\r
23         vore_w_shotdir = v_forward;\r
24 \r
25         if(self.antilag_debug)\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
27         else\r
28                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
29         if(trace_fraction < 1)\r
30         if(trace_ent.classname == "player")\r
31                 return trace_ent;\r
32         return world;\r
33 }\r
34 \r
35 float Swallow_condition_check(entity prey)\r
36 {\r
37         // checks the necessary conditions for swallowing a player\r
38 \r
39         if(prey != self)\r
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\r
41         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
42         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
43         {\r
44                 string swallow_complain;\r
45                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
46                         swallow_complain = "You cannot swallow your team mates\n";\r
47                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
48                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
49                 else if(self.stomach_load >= self.stomach_maxload)\r
50                         swallow_complain = "You do not have any more room to swallow this player.\n";\r
51                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
52                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
53                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
54                         swallow_complain = "You cannot swallow someone larger than you\n";\r
55 \r
56                 if(swallow_complain != "")\r
57                 {\r
58                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
59                         {\r
60                                 play2(self, "misc/forbidden.wav");\r
61                                 sprint(self, swallow_complain);\r
62                                 self.complain_vore = time + complain_delay_time;\r
63                         }\r
64                         return FALSE;\r
65                 }\r
66                 return TRUE;\r
67         }\r
68         return FALSE;\r
69 }\r
70 \r
71 float Stomach_TeamMates_check(entity pred)\r
72 {\r
73         // checks if a player's stomach contains any team mates\r
74 \r
75         entity head;\r
76         if(teams_matter)\r
77         {\r
78                 FOR_EACH_PLAYER(head)\r
79                 {\r
80                         if(head.predator == pred && head.team == pred.team)\r
81                                 return TRUE;\r
82                 }\r
83         }\r
84         return FALSE;\r
85 }\r
86 \r
87 float Vore_CanLeave()\r
88 {\r
89         if(self.stat_eaten)\r
90         {\r
91                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
92                         return TRUE;\r
93                 if(teams_matter && self.team == self.predator.team)\r
94                         return TRUE;\r
95                 if(g_rpg && cvar("g_rpg_canleave"))\r
96                         return TRUE;\r
97         }\r
98         return FALSE;\r
99 }\r
100 \r
101 // position the camera properly for prey\r
102 void Vore_SetPreyPositions()\r
103 {\r
104         // self is the predator and head is the prey\r
105 \r
106         local entity head;\r
107         local vector origin_apply;\r
108         local float position_counter;\r
109 \r
110         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
111         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
112         // For each player, the origin is updated, then a new origin is used for the next player.\r
113         // This requires that no more than 9 players may be in the stomach at a time!\r
114         FOR_EACH_PLAYER(head)\r
115         {\r
116                 if(head.predator == self)\r
117                 {\r
118                         switch(position_counter)\r
119                         {\r
120                                 case 0:\r
121                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
122                                         break;\r
123                                 case 1:\r
124                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
125                                         break;\r
126                                 case 2:\r
127                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
128                                         break;\r
129                                 case 3:\r
130                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
131                                         break;\r
132                                 case 4:\r
133                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
134                                         break;\r
135                                 case 5:\r
136                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
137                                         break;\r
138                                 case 6:\r
139                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
140                                         break;\r
141                                 case 7:\r
142                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
143                                         break;\r
144                                 case 8:\r
145                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
146                                         break;\r
147                                 default:\r
148                                         break;\r
149                         }\r
150 \r
151                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
152                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
153                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
154 \r
155                         // change prey height based on scale\r
156                         float prey_height;\r
157                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
158                         head.view_ofs_z += prey_height;\r
159 \r
160                         position_counter += 1;\r
161                 }\r
162         }\r
163 }\r
164 \r
165 .float gurgle_oldstomachload;\r
166 void Vore_GurgleSound()\r
167 {\r
168         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
169         {\r
170                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
171 \r
172                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
173                 self.gurgle_oldstomachload = self.stomach_load;\r
174         }\r
175 }\r
176 \r
177 void Vore_StomachLoad_Apply()\r
178 {\r
179         // apply stomach weight that makes you heavier and larger the more you eat\r
180         // slowing the player is done in cl_physics.qc\r
181 \r
182         entity e;\r
183         float vore_mass;\r
184 \r
185         // apply the stomach capacity of the predator\r
186         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
187         if(cvar("g_healthsize"))\r
188                 self.stomach_maxload *= self.scale;\r
189         self.stomach_maxload = floor(self.stomach_maxload);\r
190 \r
191         self.stomach_load = 0; // start from zero\r
192         FOR_EACH_PLAYER(e)\r
193         {\r
194                 if(e.predator == self && e.classname == "player")\r
195                 {\r
196                         vore_mass = cvar("g_balance_vore_load_prey_mass");\r
197                         if(cvar("g_healthsize"))\r
198                                 vore_mass *= e.scale;\r
199                         self.stomach_load += floor(vore_mass);\r
200                 }\r
201         }\r
202 \r
203         // apply weight\r
204         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
205         if(!self.gravity && self.stomach_load)\r
206                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
207 }\r
208 \r
209 void Vore_AutoDigest(entity e)\r
210 {\r
211         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
212 \r
213         if(!cvar("g_vore_digestion") || e.digesting)\r
214                 return;\r
215         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
216                 return; // this feature is only for players, not bots\r
217         if(e.stomach_load > 1)\r
218                 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
219         if(Stomach_TeamMates_check(e))\r
220                 return; // never begin automatic digestion if we've swallowed a team mate\r
221 \r
222         e.digesting = TRUE;\r
223 }\r
224 \r
225 .entity swallow_model;\r
226 float Vore_SwallowModel_CustomizeEntityForClient()\r
227 {\r
228         // use the same system as the weapon model\r
229 \r
230         self.viewmodelforclient = self.owner;\r
231         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
232 \r
233         if(other.classname == "spectator")\r
234         if(other.enemy == self.owner)\r
235         {\r
236                 self.viewmodelforclient = other;\r
237                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
238         }\r
239 \r
240         return TRUE;\r
241 }\r
242 \r
243 void Vore_SwallowModel_Think()\r
244 {\r
245         // update the position of the swallow model to match our swallow progress\r
246         float dist;\r
247         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
248         if(cvar("g_healthsize"))\r
249                 dist *= self.scale;\r
250         self.view_ofs = '1 0 0' * dist;\r
251 \r
252         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
253         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
254         {\r
255                 remove(self.owner.swallow_model);\r
256                 self.owner.swallow_model = world;\r
257                 return;\r
258         }\r
259 \r
260         // properties that should update whenever possible, but when the predator is not available\r
261         self.nextthink = time;\r
262 }\r
263 \r
264 void Vore_SwallowModel_Update(entity prey, entity pred)\r
265 {\r
266         // if we don't have a swallow model already, spawn one\r
267         if(!prey.swallow_model)\r
268         {\r
269                 prey.swallow_model = spawn();\r
270                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
271                 prey.swallow_model.solid = SOLID_NOT;\r
272                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
273                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
274                 prey.swallow_model.owner = prey;\r
275                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
276                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
277                 prey.swallow_model.nextthink = time;\r
278         }\r
279 \r
280         // properties that should update whenever possible, but when the predator is available\r
281         string player_swallowmodel;\r
282         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
283         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
284                 setmodel(prey.swallow_model, player_swallowmodel);\r
285         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
286                 prey.swallow_model.skin = pred.skin;\r
287         if(cvar("g_healthsize"))\r
288                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
289         if(prey.swallow_model.enemy != pred)\r
290                 prey.swallow_model.enemy = pred; // enemy is the predator\r
291         if(prey.swallow_model.colormap != pred.colormap)\r
292                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
293         if(prey.swallow_model.glowmod != pred.glowmod)\r
294                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
295 }\r
296 \r
297 .entity pusher;\r
298 .float pushltime;\r
299 void Vore_Swallow(entity e)\r
300 {\r
301         // this player is being swallowed by another player, apply the proper changes\r
302 \r
303         e.vore_oldmovetype = e.movetype;\r
304         e.vore_oldsolid = e.solid;\r
305 \r
306         e.predator = self;\r
307         setorigin(e, e.predator.origin);\r
308         e.velocity = '0 0 0';\r
309         e.movetype = MOVETYPE_FOLLOW;\r
310         e.solid = SOLID_NOT;\r
311         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
312 \r
313         // drop keys (KH) and flags (CTF) when we get swallowed\r
314         kh_Key_DropAll(e, FALSE);\r
315         if(e.flagcarried)\r
316                 DropFlag(e.flagcarried, world, e.predator);\r
317 \r
318         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
319                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
320 \r
321         if(teams_matter && e.team == e.predator.team)\r
322         {\r
323                 if(cvar("g_vore_kick"))\r
324                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
325                 if(cvar("g_vore_digestion"))\r
326                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
327         }\r
328 \r
329         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
330         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
331         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
332         e.predator.regurgitate_prepare = 0;\r
333         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
334         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
335         Vore_AutoDigest(e.predator);\r
336 \r
337         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
338         e.predator.weapon_delay = time + button_delay_time;\r
339         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
340         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
341         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
342 }\r
343 \r
344 void Vore_SwallowStep(entity e)\r
345 {\r
346         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
347         {\r
348                 Vore_Swallow(e);\r
349                 return;\r
350         }\r
351 \r
352         Vore_SwallowModel_Update(e, self);\r
353 \r
354         // increase the progress value until it reaches 1, then swallow the player\r
355         if(e.swallow_progress_prey < 1)\r
356         {\r
357                 float fill;\r
358                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
359                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
360                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
361                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
362                         fill /= e.stomach_load;\r
363 \r
364                 e.swallow_progress_prey += fill;\r
365         }\r
366         else\r
367         {\r
368                 Vore_Swallow(e);\r
369                 e.swallow_progress_prey = 0;\r
370         }\r
371 \r
372         // the predator's progress is how much the prey got swallowed\r
373         self.swallow_progress_pred = e.swallow_progress_prey;\r
374 }\r
375 \r
376 void Vore_Regurgitate(entity e)\r
377 {\r
378         // this player is being regurgitated by their predator, apply the proper changes\r
379 \r
380         e.movetype = e.vore_oldmovetype;\r
381         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
382                 e.solid = e.vore_oldsolid;\r
383         e.view_ofs_z = PL_VIEW_OFS_z;\r
384 \r
385         // apply velocities\r
386         local vector oldforward, oldright, oldup;\r
387         oldforward = v_forward;\r
388         oldright = v_right;\r
389         oldup = v_up;\r
390         makevectors(e.predator.v_angle);\r
391         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
392         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
393         v_forward = oldforward;\r
394         v_right = oldright;\r
395         v_up = oldup;\r
396 \r
397         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
398         e.pushltime = time + cvar("g_maxpushtime");\r
399 \r
400         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
401         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
402         {\r
403                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
404                 Vore_SwallowModel_Update(e, e.predator);\r
405         }\r
406 \r
407         // apply regurgitation damage to the predator\r
408         if(cvar("g_balance_vore_regurgitate_damage"))\r
409         {\r
410                 float regurgitate_dmg;\r
411                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
412                 if(cvar("g_healthsize"))\r
413                         regurgitate_dmg *= e.scale / e.predator.scale;\r
414                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
415         }\r
416 \r
417         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
418         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
419         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
420         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
421         e.predator.regurgitate_prepare = 0;\r
422         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
423 \r
424         // block firing for a small amount of time, or we'll be firing the next frame\r
425         e.weapon_delay = time + button_delay_time;\r
426         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
427         e.predator = world;\r
428 }\r
429 \r
430 void Vore_DeadPrey_Configure(entity e)\r
431 {\r
432         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
433 \r
434         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
435                 return;\r
436 \r
437         // this entity is like e.predator but for dead prey, to avoid conflicts\r
438         e.fakepredator = e.predator;\r
439         e.fakeprey = TRUE;\r
440 \r
441         // first release the prey from the predator, as dead prey needs to be attached differently\r
442         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
443         e.predator = world;\r
444 \r
445         // now put our dead prey inside the predator's stomach, but only as an effect\r
446         e.movetype = MOVETYPE_FOLLOW;\r
447         e.takedamage = DAMAGE_NO;\r
448         e.solid = SOLID_NOT;\r
449         e.aiment = e.fakepredator;\r
450 }\r
451 \r
452 void Vore_DeadPrey_Detach(entity e)\r
453 {\r
454         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
455         // should only execute after Vore_DeadPrey_Configure has ran first\r
456 \r
457         if not(cvar("g_vore_keepdeadprey"))\r
458                 return;\r
459 \r
460         e.fakepredator = world;\r
461         e.fakeprey = TRUE; // keep fakeprey status\r
462         e.stat_eaten = 0;\r
463         e.aiment = world;\r
464         e.movetype = MOVETYPE_TOSS;\r
465 }\r
466 \r
467 void Vore_PreyRelease(entity e, float pred_disconnect)\r
468 {\r
469         if(pred_disconnect)\r
470         {\r
471                 if(e.fakeprey)\r
472                         Vore_DeadPrey_Detach(e);\r
473                 else\r
474                         Vore_Regurgitate(e);\r
475         }\r
476         else if(self.stat_eaten && !self.fakeprey)\r
477         {\r
478                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
479                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
480                         Vore_DeadPrey_Configure(e);\r
481                 else\r
482                         Vore_Regurgitate(e);\r
483         }\r
484 }\r
485 \r
486 void Vore_Disconnect()\r
487 {\r
488         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
489 \r
490         // prey disconnects or goes spectating while inside someone's belly\r
491         if(self.stat_eaten)\r
492                 Vore_PreyRelease(self, TRUE);\r
493 \r
494         // pred disconnects or goes spectating with players in their belly\r
495         entity head;\r
496         FOR_EACH_PLAYER(head)\r
497         {\r
498                 if(head.predator == self || head.fakepredator == self)\r
499                         Vore_PreyRelease(head, TRUE);\r
500         }\r
501         Vore_GurgleSound(); // stop the gurgling sound\r
502 \r
503         self.stomach_load = self.gravity = 0; // prevents a bug\r
504 }\r
505 \r
506 .float digestion_step;\r
507 void Vore_Digest()\r
508 {\r
509         // apply digestion to prey\r
510 \r
511         if(time > self.digestion_step)\r
512         {\r
513                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
514                 float vore_offset;\r
515                 if(cvar("g_balance_vore_digestion_distribute"))\r
516                         vore_offset = self.predator.stomach_maxload / self.predator.stomach_load;\r
517                 else\r
518                         vore_offset = 1;\r
519 \r
520                 float damage;\r
521                 damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\r
522 \r
523                 // apply player scale to digestion damage\r
524                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
525                         damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
526 \r
527                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
528                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
529                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
530 \r
531                 if (self.predator.digestsound_finished < time)\r
532                 {\r
533                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
534                         self.predator.digestsound_finished = time + 0.5;\r
535                 }\r
536                 self.digestion_step = time + steptime;\r
537         }\r
538 \r
539         if(self.deadflag != DEAD_NO)\r
540         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
541                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
542 }\r
543 \r
544 .float teamheal_step;\r
545 void Vore_Teamheal()\r
546 {\r
547         // apply teamheal\r
548 \r
549         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
550         if(time > self.teamheal_step)\r
551         {\r
552                 self.health += cvar("g_balance_vore_teamheal");\r
553                 self.teamheal_step = time + steptime;\r
554 \r
555                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
556                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
557                 {\r
558                         play2(self, "misc/beep.wav");\r
559                         play2(self.predator, "misc/beep.wav");\r
560                 }\r
561         }\r
562 }\r
563 \r
564 .float kick_pressed;\r
565 void Vore_StomachKick()\r
566 {\r
567         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
568 \r
569         if(time > self.stomachkick_delay && !self.kick_pressed)\r
570         {\r
571                 float damage, vol;\r
572                 vector force;\r
573                 damage = cvar("g_balance_vore_kick_damage");\r
574                 force = v_forward * cvar("g_balance_vore_kick_force");\r
575                 vol = VOL_BASE;\r
576 \r
577                 // apply player scale to the damage / force of the kick\r
578                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
579                 {\r
580                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
581                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
582                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
583                 }\r
584                 vol = bound(0, vol, 1);\r
585 \r
586                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
587                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
588                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
589                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
590 \r
591                 // abort the predator's scheduled regurgitation\r
592                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
593                         self.predator.regurgitate_prepare = 0;\r
594 \r
595                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
596                 if(cvar("g_balance_vore_kick_repress"))\r
597                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
598                         self.kick_pressed = TRUE;\r
599         }\r
600 }\r
601 \r
602 void Vore_StomachLeave()\r
603 {\r
604         // allows players to get out of their predator at will in some circumstances, such as team mates\r
605 \r
606         if(Vore_CanLeave())\r
607                 Vore_Regurgitate(self);\r
608         else if(time > self.complain_vore)\r
609         {\r
610                 play2(self, "misc/forbidden.wav");\r
611                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
612                 self.complain_vore = time + complain_delay_time;\r
613         }\r
614 }\r
615 \r
616 void Vore_AutoTaunt()\r
617 {\r
618         // triggers ambient vore taunts, for both pred and prey\r
619 \r
620         float taunt_time;\r
621 \r
622         // predator taunts\r
623         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
624         {\r
625                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
626                 {\r
627                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
628                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
629                 }\r
630         }\r
631         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
632         {\r
633                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
634                 SetAutoTaunt(self, 0, 0);\r
635         }\r
636 \r
637         // prey taunts\r
638         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
639         {\r
640                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
641                 {\r
642                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
643                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
644                 }\r
645         }\r
646         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
647         {\r
648                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
649                 SetAutoTaunt(self, 0, 0);\r
650         }\r
651 }\r
652 \r
653 void Vore_SetSbarRings()\r
654 {\r
655         // first clear the ring stats, then configure them if needed\r
656         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
657         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
658 \r
659         if(self.stat_eaten)\r
660         {\r
661                 if(time <= self.stomachkick_delay)\r
662                 {\r
663                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
664                         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
665                 }\r
666         }\r
667         else\r
668         {\r
669                 if(self.swallow_progress_pred)\r
670                 {\r
671                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
672                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
673                 }\r
674                 else if(time <= self.action_delay)\r
675                 {\r
676                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
677                         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
678                 }\r
679 \r
680                 if(self.swallow_progress_prey)\r
681                 {\r
682                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
683                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
684                 }\r
685                 else if(time <= self.regurgitate_prepare)\r
686                 {\r
687                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
688                         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
689                 }\r
690         }\r
691 }\r
692 \r
693 void Vore()\r
694 {\r
695         // main vore code, this is where it all happens\r
696 \r
697         Vore_AutoTaunt();\r
698 \r
699         // wash the goo away from players once they leave the stomach\r
700         if(!self.stat_eaten)\r
701         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
702         if(self.colormod)\r
703         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
704         {\r
705                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
706                 if(self.colormod_x > 1)\r
707                         self.colormod_x = 1;\r
708                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
709                 if(self.colormod_y > 1)\r
710                         self.colormod_y = 1;\r
711                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
712                 if(self.colormod_z > 1)\r
713                         self.colormod_z = 1;\r
714         }\r
715 \r
716         // set all vore stats\r
717         Vore_SetSbarRings();\r
718         if(self.fakepredator.classname == "player")\r
719                 self.stat_eaten = num_for_edict(self.fakepredator);\r
720         else if(self.predator.classname == "player")\r
721         {\r
722                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
723                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
724                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
725                 self.stat_eaten = num_for_edict(self.predator);\r
726         }\r
727         else\r
728         {\r
729                 self.stat_stomachload = self.stomach_load;\r
730                 self.stat_stomachmaxload = self.stomach_maxload;\r
731                 self.stat_digesting = self.digesting;\r
732                 self.stat_eaten = 0;\r
733         }\r
734         self.stat_canleave = Vore_CanLeave();\r
735 \r
736         // don't allow a player inside a player inside another player :)\r
737         // prevent this by checking if such has happened, and taking the proper measures\r
738         // this code has a high priority and must not be stopped by any delay, so run it here\r
739         if(self.predator.stat_eaten)\r
740         {\r
741                 entity target_predator, target_predator_predator, oldself;\r
742                 target_predator = self.predator;\r
743                 target_predator_predator = self.predator.predator;\r
744 \r
745                 Vore_Regurgitate(self);\r
746 \r
747                 // now steal our prey's prey if this probability applies\r
748                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
749                 {\r
750                         oldself = self;\r
751                         self = target_predator_predator;\r
752                         if(Swallow_condition_check(oldself))\r
753                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
754                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
755                                 Vore_Swallow(oldself);\r
756                         self = oldself;\r
757                 }\r
758         }\r
759 \r
760         // the swallow progress of prey and preds idly decrease by this amount\r
761         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
762         {\r
763                 if(self.swallow_progress_pred)\r
764                 {\r
765                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
766                         if(self.swallow_progress_pred < 0)\r
767                                 self.swallow_progress_pred = 0;\r
768                 }\r
769                 if(self.swallow_progress_prey)\r
770                 {\r
771                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
772                         if(self.swallow_progress_prey < 0)\r
773                                 self.swallow_progress_prey = 0;\r
774                 }\r
775         }\r
776 \r
777         // apply delays and skip the vore system under some circumstances\r
778         if(!cvar("g_vore")) // the vore system is disabled\r
779         {\r
780                 Vore_Disconnect();\r
781                 return;\r
782         }\r
783         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
784         {\r
785                 Vore_Disconnect();\r
786                 return;\r
787         }\r
788         if(self.spectatee_status)\r
789                 return;\r
790         if(time < self.system_delay)\r
791                 return;\r
792 \r
793 // --------------------------------\r
794 // Code that addresses predators:\r
795 // --------------------------------\r
796 \r
797         entity prey;\r
798         prey = Swallow_player_check();\r
799 \r
800         // set the predator's stomach load and capacity\r
801         Vore_StomachLoad_Apply();\r
802 \r
803         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
804         self.stat_canswallow = 0;\r
805         if(Swallow_condition_check(prey))\r
806         {\r
807                 // canswallow stat, used by the HUD\r
808                 if(teams_matter && prey.team == self.team)\r
809                         self.stat_canswallow = 2;\r
810                 else\r
811                         self.stat_canswallow = 1;\r
812 \r
813                 if(self.BUTTON_ATCK)\r
814                         Vore_SwallowStep(prey);\r
815         }\r
816         else if(prey != world)\r
817                 self.stat_canswallow = -1;\r
818 \r
819         // toggle digestion, if the player has someone in their stomach\r
820         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
821         {\r
822                 if(self.stomach_load)\r
823                 {\r
824                         if(time > self.digest_button_delay_time)\r
825                         {\r
826                                 self.digesting = !self.digesting;\r
827                                 self.digest_button_delay_time = time + button_delay_time;\r
828                         }\r
829                 }\r
830                 else if(time > self.complain_vore)\r
831                 {\r
832                         play2(self, "misc/forbidden.wav");\r
833                         sprint(self, "There is nothing to digest\n");\r
834                         self.complain_vore = time + complain_delay_time;\r
835                 }\r
836         }\r
837         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
838                 self.digesting = FALSE;\r
839 \r
840         // predator wishes to regurgitate his prey\r
841         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
842         {\r
843                 if(self.stomach_load)\r
844                 {\r
845                         if(time > self.regurgitate_button_delay_time)\r
846                         {\r
847                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
848                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
849                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
850                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
851                         }\r
852                 }\r
853                 else if(time > self.complain_vore)\r
854                 {\r
855                         play2(self, "misc/forbidden.wav");\r
856                         sprint(self, "There is nothing to regurgitate\n");\r
857                         self.complain_vore = time + complain_delay_time;\r
858                 }\r
859         }\r
860 \r
861         if(cvar("g_vore_gurglesound"))\r
862                 Vore_GurgleSound();\r
863 \r
864 // --------------------------------\r
865 // Code that addresses the prey:\r
866 // --------------------------------\r
867 \r
868         Vore_SetPreyPositions();\r
869 \r
870         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
871         if(self.fakeprey)\r
872         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
873                 Vore_DeadPrey_Detach(self);\r
874 \r
875         if(!self.stat_eaten)\r
876                 return;\r
877 \r
878         if(self.deadflag != DEAD_NO)\r
879         {\r
880                 Vore_PreyRelease(self, FALSE);\r
881                 return;\r
882         }\r
883 \r
884         if(self.predator.deadflag != DEAD_NO)\r
885                 Vore_Regurgitate(self);\r
886         else 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))\r
887                 Vore_Regurgitate(self);\r
888 \r
889         // apply delayed regurgitating if it was scheduled\r
890         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
891         {\r
892                 self.predator.regurgitate_prepare = 0;\r
893                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
894                 Vore_Regurgitate(self);\r
895         }\r
896 \r
897         // execute digesting and team healing\r
898         if(self.predator.digesting == TRUE)\r
899                 Vore_Digest();\r
900         if(teams_matter && self.team == self.predator.team)\r
901         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
902                 Vore_Teamheal();\r
903 \r
904         // execute prey commands\r
905         if(self.BUTTON_ATCK)\r
906         {\r
907                 if(cvar("g_vore_kick"))\r
908                         Vore_StomachKick();\r
909         }\r
910         else\r
911                 self.kick_pressed = FALSE;\r
912         if(self.BUTTON_JUMP)\r
913                 Vore_StomachLeave();\r
914 \r
915         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
916         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
917         kh_Key_DropAll(self, FALSE);\r
918 }