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
+ pl.last_pickup = time;\r
}\r
\r
void Item_DroppedConsumable_Touch()\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") * scalediff;\r
- e.predator.velocity = e.predator.velocity + (-v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff); // don't use += here to avoid a fteqcc bug\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
+ 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
float Item_GiveTo(entity item, entity player)\r
{\r
float _switchweapon;\r
}\r
\r
if (item.health)\r
- {\r
- if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\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
- {\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