WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
if(self.waypointsprite_attached)\r
{\r
- WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
+ WaypointSprite_UpdateRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
//WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
}\r
\r
.float inithealth, initdmg;\r
.float item_digestion_step;\r
-void Item_Consumable_Remove(entity e, float regurgitate);\r
void Item_Consumable_Think()\r
{\r
if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
\r
self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
self.dmg = self.initdmg * self.scale;\r
- if(self.health < 1)\r
+ if(self.health <= 0)\r
{\r
// this item is done\r
Item_Consumable_Remove(self, FALSE);\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
damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
\r
self.health -= damage;\r
{\r
if(regurgitate)\r
{\r
+ float scalediff, sz;\r
+ sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+ scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
// predator effects, some common to those in Vore_Regurgitate\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_item");\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_item") * scalediff;\r
+ e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
+ e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
\r
void Item_Consumable_Spawn(entity e, entity pl)\r
{\r
entity item;\r
+\r
item = spawn();\r
item.owner = e;\r
item.classname = "consumable";\r
item.aiment = pl;\r
item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
- item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
+ item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
+ item.angles = randomvec() * 360;\r
\r
item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
item.think = Item_Consumable_Think;\r
if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
\r
+ float scalediff, sz;\r
+ sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+ scalediff = cvar("g_healthsize") ? sz / pl.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
// predator effects, some common to those in Vore_Swallow\r
PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
+ pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
+ pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
+ pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
pl.regurgitate_prepare = 0;\r
pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
- Vore_AutoDigest(pl);\r
+ pl.last_pickup = time;\r
}\r
\r
+float Item_Swallow(entity item, entity player);\r
void Item_DroppedConsumable_Touch()\r
{\r
if(time < self.cnt)\r
return;\r
\r
// give the consumable item to the player touching it\r
- if(other.stomach_load + self.dmg <= other.stomach_maxload)\r
+ if(Item_Swallow(self, other))\r
{\r
- Item_Consumable_Spawn(self, other);\r
remove(self);\r
self = world;\r
}\r
setmodel(item, e.model);\r
item.health = e.health;\r
item.inithealth = e.inithealth;\r
+ item.dmg = e.dmg;\r
item.initdmg = e.initdmg;\r
item.max_health = e.max_health;\r
item.scale = e.scale;\r
item.colormod = e.colormod;\r
\r
+ if(cvar("g_nodepthtestitems"))\r
+ item.effects |= EF_NODEPTHTEST;\r
+\r
+ float scalediff, sz;\r
+ sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
+ scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
+\r
setorigin(item, e.predator.origin);\r
item.angles_y = e.predator.angles_y;\r
makevectors(e.predator.v_angle);\r
- item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
- e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
-\r
+ item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
item.touch = Item_DroppedConsumable_Touch;\r
item.cnt = time + 1; // 1 second delay\r
SUB_SetFade(item, time + 20, 1);\r
}\r
\r
+float Item_Swallow(entity item, entity player)\r
+{\r
+ float pickedup, usage;\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
+ // since map items don't have a scale, calculate one based on player size center and the item's health, in order to determine swallowing speed\r
+ float scalediff;\r
+ scalediff = pow((item.health / cvar("g_healthsize_center")) / player.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_item"));\r
+\r
+ item.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill_item") / scalediff;\r
+ player.swallow_progress_pred = item.swallow_progress_prey;\r
+ if(item.swallow_progress_prey < 1 && cvar("g_balance_vore_swallow_speed_fill_item"))\r
+ return FALSE; // swallow progress not full yet, or slow swallowing of items is disabled\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
float Item_GiveTo(entity item, entity player)\r
{\r
float _switchweapon;\r
}\r
\r
if (item.health)\r
- {\r
- if(item.dmg) // consumable item\r
- {\r
- if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
- {\r
- pickedup = TRUE;\r
- Item_Consumable_Spawn(self, player);\r
- }\r
- }\r
- else if (player.health < item.max_health)\r
- {\r
- pickedup = TRUE;\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
+ pickedup = Item_Swallow(item, player);\r
if (item.armorvalue)\r
if (player.armorvalue < item.max_armorvalue)\r
{\r
return 1;\r
}\r
\r
+void Item_Think()\r
+{\r
+ self.nextthink = time;\r
+\r
+ if(!self.swallow_progress_prey)\r
+ return;\r
+\r
+ self.swallow_progress_prey = max(0, self.swallow_progress_prey - 0.01);\r
+ self.alpha = 1 - self.swallow_progress_prey;\r
+}\r
+\r
void Item_Touch (void)\r
{\r
entity e, head;\r
return item.bot_pickupbasevalue * c;\r
};\r
\r
-\r
.float is_item;\r
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
{\r
self.weapons = weaponid;\r
self.flags = FL_ITEM | itemflags;\r
self.touch = Item_Touch;\r
+ self.think = Item_Think;\r
+ self.nextthink = time;\r
setmodel (self, self.mdl); // precision set below\r
self.effects |= EF_LOWPRECISION;\r
if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
}\r
\r
void spawnfunc_item_health_mega (void) {\r
- if(!cvar("g_powerup_superhealth"))\r
- return;\r
-\r
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
- return;\r
-\r
if(!self.max_health)\r
self.max_health = g_pickup_healthmega_max;\r
if(!self.health)\r