+float Item_Swallow(entity item, entity player)\r
+{\r
+ float pickedup, usage;\r
+ pickedup = FALSE;\r
+ if(item.dmg && cvar("g_vore"))\r
+ {\r
+ if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
+ if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
+ usage = 2; // consumable item, only if the vore system is enabled\r
+ }\r
+ else if (player.health < item.max_health)\r
+ usage = 1; // normal item\r
+ if(!usage)\r
+ return FALSE;\r
+\r
+ item.swallow_progress_prey = item.swallow_progress_prey + cvar("g_balance_vore_swallow_speed_item_fill") * (player.health / item.health);\r
+ player.swallow_progress_pred = item.swallow_progress_prey;\r
+ if(item.swallow_progress_prey < 1)\r
+ return FALSE; // swallow progress not full yet\r
+\r
+ if(usage > 1)\r
+ {\r
+ pickedup = TRUE;\r
+ item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
+ Item_Consumable_Spawn(item, player);\r
+ }\r
+ else\r
+ {\r
+ pickedup = TRUE;\r
+ item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
+ player.health = min(player.health + item.health, item.max_health);\r
+ player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
+ }\r
+\r
+ return pickedup;\r
+}\r
+\r