-.float regurgitate_prepare;\r
.float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
.float complain_vore;\r
.float vore_oldmovetype, vore_oldsolid;\r
const float system_delay_time = 0.1;\r
const float complain_delay_time = 1;\r
const float button_delay_time = 0.5;\r
-const float steptime = 0.1;\r
\r
entity Swallow_player_check()\r
{\r
.float gurgle_oldstomachload;\r
void Vore_GurgleSound()\r
{\r
- if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
+ if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))\r
{\r
- GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
+ GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE);\r
+\r
+ // yes, hard coded sound length. I know it's bad but what can I do?\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
+ self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale\r
+ else\r
+ self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
\r
- self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
self.gurgle_oldstomachload = self.stomach_load;\r
}\r
}\r
\r
+void Vore_AutoDigest(entity e)\r
+{\r
+ // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
+\r
+ if(!cvar("g_vore_digestion") || e.digesting)\r
+ return;\r
+ if(g_rpg)\r
+ return; // RPG is choice based, so don't do things automatically there\r
+ if(e.stomach_load)\r
+ return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
+ if(clienttype(e) != CLIENTTYPE_REAL)\r
+ return; // this feature is only for players, not bots\r
+ if(Stomach_TeamMates_check(e))\r
+ return; // never begin automatic digestion if we've swallowed a team mate\r
+\r
+ e.digesting = TRUE;\r
+}\r
+\r
void Vore_StomachLoad_Apply()\r
{\r
// apply stomach weight that makes you heavier and larger the more you eat\r
return;\r
\r
entity e;\r
- float prey_mass;\r
+ float prey_mass, final_load;\r
\r
// apply the stomach capacity of the predator\r
self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
if(cvar("g_healthsize"))\r
self.stomach_maxload *= self.scale;\r
- self.stomach_maxload = floor(self.stomach_maxload);\r
+ self.stomach_maxload = ceil(self.stomach_maxload);\r
\r
- self.stomach_load = 0; // start from zero\r
FOR_EACH_PLAYER(e)\r
{\r
if(e.predator == self)\r
prey_mass = cvar("g_balance_vore_load_prey_mass");\r
if(cvar("g_healthsize"))\r
prey_mass *= e.scale;\r
- self.stomach_load += floor(prey_mass);\r
+ final_load += ceil(prey_mass);\r
+ if(self.cvar_cl_vore_autodigest > 1)\r
+ Vore_AutoDigest(self);\r
}\r
}\r
for(e = world; (e = find(e, classname, "consumable")); )\r
{\r
if(e.predator == self)\r
- self.stomach_load += floor(e.dmg);\r
+ {\r
+ final_load += ceil(e.dmg);\r
+ if(self.cvar_cl_vore_autodigest > 0)\r
+ Vore_AutoDigest(self);\r
+ }\r
}\r
+ self.stomach_load = final_load;\r
\r
// apply weight\r
- self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+ self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
if(!self.gravity && self.stomach_load)\r
self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
}\r
\r
-void Vore_AutoDigest(entity e)\r
-{\r
- // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
-\r
- if(!cvar("g_vore_digestion") || e.digesting)\r
- return;\r
- if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
- return; // this feature is only for players, not bots\r
- if(e.stomach_load)\r
- return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
- if(Stomach_TeamMates_check(e))\r
- return; // never begin automatic digestion if we've swallowed a team mate\r
-\r
- e.digesting = TRUE;\r
-}\r
-\r
.entity swallow_model;\r
float Vore_SwallowModel_CustomizeEntityForClient()\r
{\r
e.solid = SOLID_NOT;\r
e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
\r
+ float scalediff;\r
+ scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
+\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
kh_Key_DropAll(e, FALSE);\r
if(e.flagcarried)\r
\r
PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
- Vore_AutoDigest(e.predator);\r
Vore_SetPreyPositions(e.predator);\r
\r
// block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
return;\r
}\r
\r
+ // when the predator starts swallowing, play his grab sound\r
+ if(!self.swallow_progress_pred)\r
+ PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+\r
Vore_SwallowModel_Update(e, self);\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
- fill /= e.stomach_load;\r
+ fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
+\r
+ // skill-based speed offset for bots\r
+ if(skill && cvar("skill_offset"))\r
+ {\r
+ float ofs;\r
+ ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset"));\r
+ if(clienttype(self) == CLIENTTYPE_BOT)\r
+ fill *= ofs;\r
+ if(clienttype(e) == CLIENTTYPE_BOT)\r
+ fill /= ofs;\r
+ }\r
\r
e.swallow_progress_prey += fill;\r
}\r
e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
\r
// if the prey has been fully digested, silently detach them\r
+ if(cvar("g_balance_vore_regurgitate_death_silent"))\r
if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
{\r
e.predator = world;\r
return;\r
}\r
\r
+ float scalediff;\r
+ scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
+\r
// apply velocities\r
makevectors(e.predator.v_angle);\r
- e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
- e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
+ e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
+ pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
+ e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
Vore_SetPreyPositions(e.predator);\r
e.predator = world;\r
}\r
\r
-void Vore_Disconnect()\r
+void Vore_Disconnect(float consumables)\r
{\r
// frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
+ entity e;\r
\r
// prey disconnects or goes spectating while inside someone's belly\r
if(self.stat_eaten)\r
if(head.predator == self)\r
Vore_Regurgitate(head);\r
}\r
- Vore_GurgleSound(); // stop the gurgling sound\r
+ // remove consumable items when we disconnect\r
+ if(consumables)\r
+ {\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
+ }\r
\r
self.stomach_load = self.gravity = 0; // prevents a bug\r
+ Vore_GurgleSound(); // stop the gurgling sound\r
}\r
\r
.float digestion_step;\r
\r
damage_offset = 1;\r
if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
- damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
- damage_offset = ceil(damage_offset);\r
\r
- damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
- if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
- damage *= cvar("g_balance_vore_digestion_damage_death");\r
+ if(self.deadflag != DEAD_NO)\r
+ damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
+ else\r
+ damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
\r
Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
-\r
- if (self.predator.digestsound_finished < time)\r
{\r
- PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
- self.predator.digestsound_finished = time + 0.5;\r
+ self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
+ self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
}\r
- self.digestion_step = time + steptime;\r
+\r
+ self.digestion_step = time + vore_steptime;\r
}\r
\r
if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
if(time > self.teamheal_step)\r
{\r
self.health += cvar("g_balance_vore_teamheal");\r
- self.teamheal_step = time + steptime;\r
+ self.teamheal_step = time + vore_steptime;\r
\r
// play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
if(self.deadflag != DEAD_NO)\r
return;\r
\r
+ float scalediff;\r
+ scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+\r
if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
- float damage, vol;\r
+ float damage, vol, pitch;\r
vector force;\r
damage = cvar("g_balance_vore_kick_damage");\r
force = v_forward * cvar("g_balance_vore_kick_force");\r
vol = VOL_BASE;\r
\r
+ // modified sound pitch, based on player scale\r
+ if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
+ pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));\r
+\r
// apply player scale to the damage / force of the kick\r
if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
{\r
- damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
- force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
- vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
+ damage *= scalediff;\r
+ force *= scalediff;\r
+ vol *= scalediff; // kick sound volume based on the same scale\r
}\r
vol = bound(0, vol, 1);\r
\r
Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
- sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
- self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
- self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
+ sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);\r
+ self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
+ self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
+ self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
+ self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
\r
// abort the predator's scheduled regurgitation\r
if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
if(cvar("g_vore_regurgitatecolor_particles"))\r
if(self.regurgitatecolor_particles_tick < time)\r
{\r
- pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
+ pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', floor((cvar("g_healthsize") ? self.scale : 1) * PARTICLE_MULTIPLIER));\r
self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
}\r
}\r
// prevent this by checking if such has happened, and taking the proper measures\r
// this code has a high priority and must not be stopped by any delay, so run it here\r
if(self.predator.stat_eaten)\r
- {\r
- entity target_predator, target_predator_predator, oldself;\r
- target_predator = self.predator;\r
- target_predator_predator = self.predator.predator;\r
-\r
Vore_Regurgitate(self);\r
\r
- // now steal our prey's prey if this probability applies\r
- if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
- {\r
- oldself = self;\r
- self = target_predator_predator;\r
- if(Swallow_condition_check(oldself))\r
- if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
- if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
- Vore_Swallow(oldself);\r
- self = oldself;\r
- }\r
- }\r
-\r
// the swallow progress of prey and preds idly decrease by this amount\r
if(cvar("g_balance_vore_swallow_speed_decrease"))\r
{\r
if(self.swallow_progress_pred)\r
- {\r
- self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
- if(self.swallow_progress_pred < 0)\r
- self.swallow_progress_pred = 0;\r
- }\r
+ self.swallow_progress_pred = max(0, self.swallow_progress_pred - cvar("g_balance_vore_swallow_speed_decrease") * frametime);\r
if(self.swallow_progress_prey)\r
- {\r
- self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
- if(self.swallow_progress_prey < 0)\r
- self.swallow_progress_prey = 0;\r
- }\r
+ self.swallow_progress_prey = max(0, self.swallow_progress_prey - cvar("g_balance_vore_swallow_speed_decrease") * frametime);\r
}\r
\r
// set the predator's stomach load and capacity\r
// apply delays and skip the vore system under some circumstances\r
if(!cvar("g_vore")) // the vore system is disabled\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(TRUE);\r
return;\r
}\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r
- Vore_Disconnect();\r
+ Vore_Disconnect(FALSE);\r
return;\r
}\r
if(self.spectatee_status)\r
\r
// predator wishes to regurgitate his prey\r
if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
+ if(!self.regurgitate_prepare)\r
{\r
if(self.stomach_load)\r
{\r
}\r
}\r
\r
+ if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
+ {\r
+ self.regurgitate_prepare = -1;\r
+ return;\r
+ }\r
+ if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
+ if(vlen(self.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_load / self.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
+ {\r
+ self.regurgitate_prepare = -1;\r
+ return;\r
+ }\r
+\r
+ if (self.digesting && self.digestsound_finished < time)\r
+ {\r
+ PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+ self.digestsound_finished = time + 0.5;\r
+ }\r
if(cvar("g_vore_gurglesound"))\r
Vore_GurgleSound();\r
\r
self.predator.regurgitate_prepare = 0;\r
}\r
\r
- if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
- {\r
- Vore_Regurgitate(self);\r
- return;\r
- }\r
- 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
- {\r
- Vore_Regurgitate(self);\r
- return;\r
- }\r
-\r
// apply delayed regurgitating if it was scheduled\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\r
- self.predator.regurgitate_prepare = 0;\r
- self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
Vore_Regurgitate(self);\r
+ self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
}\r
\r
// execute digesting and team healing\r