]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
New system for applying stomach load and weight
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
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, vore_oldstomachload;\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         if not(vlen(self.velocity) > cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_maxload / self.stomach_load))\r
44         {\r
45                 string swallow_complain;\r
46                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
47                         swallow_complain = "You cannot swallow your team mates\n";\r
48                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
49                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
50                 else if(self.stomach_load >= self.stomach_maxload)\r
51                         swallow_complain = "You do not have any more room to swallow this player.\n";\r
52                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
53                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
54                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
55                         swallow_complain = "You cannot swallow someone larger than you\n";\r
56 \r
57                 if(swallow_complain != "")\r
58                 {\r
59                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
60                         {\r
61                                 play2(self, "misc/forbidden.wav");\r
62                                 sprint(self, swallow_complain);\r
63                                 self.complain_vore = time + complain_delay_time;\r
64                         }\r
65                         return FALSE;\r
66                 }\r
67                 return TRUE;\r
68         }\r
69         return FALSE;\r
70 }\r
71 \r
72 float Stomach_TeamMates_check(entity pred)\r
73 {\r
74         // checks if a player's stomach contains any team mates\r
75 \r
76         entity head;\r
77         if(teams_matter)\r
78         {\r
79                 FOR_EACH_PLAYER(head)\r
80                 {\r
81                         if(head.predator == pred && head.team == pred.team)\r
82                                 return TRUE;\r
83                 }\r
84         }\r
85         return FALSE;\r
86 }\r
87 \r
88 float Vore_CanLeave()\r
89 {\r
90         if(self.stat_eaten)\r
91         {\r
92                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
93                         return TRUE;\r
94                 if(teams_matter && self.team == self.predator.team)\r
95                         return TRUE;\r
96                 if(g_rpg && cvar("g_rpg_canleave"))\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 // position the camera properly for prey\r
103 void Vore_SetPreyPositions()\r
104 {\r
105         // self is the predator and head is the prey\r
106 \r
107         local entity head;\r
108         local vector origin_apply;\r
109         local float position_counter;\r
110 \r
111         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
112         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
113         // For each player, the origin is updated, then a new origin is used for the next player.\r
114         // This requires that no more than 9 players may be in the stomach at a time!\r
115         FOR_EACH_PLAYER(head)\r
116         {\r
117                 if(head.predator == self)\r
118                 {\r
119                         switch(position_counter)\r
120                         {\r
121                                 case 0:\r
122                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
123                                         break;\r
124                                 case 1:\r
125                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
126                                         break;\r
127                                 case 2:\r
128                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
129                                         break;\r
130                                 case 3:\r
131                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
132                                         break;\r
133                                 case 4:\r
134                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
135                                         break;\r
136                                 case 5:\r
137                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
138                                         break;\r
139                                 case 6:\r
140                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
141                                         break;\r
142                                 case 7:\r
143                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
144                                         break;\r
145                                 case 8:\r
146                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
147                                         break;\r
148                                 default:\r
149                                         break;\r
150                         }\r
151 \r
152                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
153                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
154                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
155 \r
156                         // change prey height based on scale\r
157                         float prey_height;\r
158                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
159                         head.view_ofs_z += prey_height;\r
160 \r
161                         position_counter += 1;\r
162                 }\r
163         }\r
164 }\r
165 \r
166 .float gurgle_oldstomachload;\r
167 void Vore_GurgleSound()\r
168 {\r
169         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
170         {\r
171                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
172 \r
173                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
174                 self.gurgle_oldstomachload = self.stomach_load;\r
175         }\r
176 }\r
177 \r
178 void Vore_StomachLoad_Apply()\r
179 {\r
180         // apply stomach weight that makes you heavier and larger the more you eat\r
181         // slowing the player is done in cl_physics.qc\r
182 \r
183         entity e;\r
184         float vore_mass;\r
185 \r
186         self.stomach_load = 0; // start from zero\r
187         FOR_EACH_PLAYER(e)\r
188         {\r
189                 if(e.predator == self && e.classname == "player")\r
190                 {\r
191                         vore_mass = cvar("g_balance_vore_load_prey_mass");\r
192                         if(cvar("g_healthsize"))\r
193                                 vore_mass *= self.scale;\r
194                         self.stomach_load += floor(vore_mass);\r
195                 }\r
196         }\r
197 \r
198         if(self.stomach_load != self.vore_oldstomachload)\r
199                 self.gravity += 1 + (self.stomach_load / self.stomach_maxload * cvar("g_balance_vore_load_pred_weight") - self.vore_oldstomachload);\r
200         if(self.gravity == 0)\r
201                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
202         self.vore_oldstomachload = self.stomach_load;\r
203 \r
204         // apply the stomach capacity of the predator\r
205         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
206         if(cvar("g_healthsize"))\r
207                 self.stomach_maxload *= self.scale;\r
208         self.stomach_maxload = floor(self.stomach_maxload);\r
209 }\r
210 \r
211 void Vore_AutoDigest(entity e)\r
212 {\r
213         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
214 \r
215         if(!cvar("g_vore_digestion") || e.digesting)\r
216                 return;\r
217         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
218                 return; // this feature is only for players, not bots\r
219         if(e.stomach_load > 1)\r
220                 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
221         if(Stomach_TeamMates_check(e))\r
222                 return; // never begin automatic digestion if we've swallowed a team mate\r
223 \r
224         e.digesting = TRUE;\r
225 }\r
226 \r
227 .entity swallow_model;\r
228 float Vore_SwallowModel_CustomizeEntityForClient()\r
229 {\r
230         // use the same system as the weapon model\r
231 \r
232         self.viewmodelforclient = self.owner;\r
233         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
234 \r
235         if(other.classname == "spectator")\r
236         if(other.enemy == self.owner)\r
237         {\r
238                 self.viewmodelforclient = other;\r
239                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
240         }\r
241 \r
242         return TRUE;\r
243 }\r
244 \r
245 void Vore_SwallowModel_Think()\r
246 {\r
247         // update the position of the swallow model to match our swallow progress\r
248         float dist;\r
249         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
250         if(cvar("g_healthsize"))\r
251                 dist *= self.scale;\r
252         self.view_ofs = '1 0 0' * dist;\r
253 \r
254         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
255         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
256         {\r
257                 remove(self.owner.swallow_model);\r
258                 self.owner.swallow_model = world;\r
259                 return;\r
260         }\r
261 \r
262         // properties that should update whenever possible, but when the predator is not available\r
263         self.nextthink = time;\r
264 }\r
265 \r
266 void Vore_SwallowModel_Update(entity prey, entity pred)\r
267 {\r
268         // if we don't have a swallow model already, spawn one\r
269         if(!prey.swallow_model)\r
270         {\r
271                 prey.swallow_model = spawn();\r
272                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
273                 prey.swallow_model.solid = SOLID_NOT;\r
274                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
275                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
276                 prey.swallow_model.owner = prey;\r
277                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
278                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
279                 prey.swallow_model.nextthink = time;\r
280         }\r
281 \r
282         // properties that should update whenever possible, but when the predator is available\r
283         string player_swallowmodel;\r
284         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
285         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
286                 setmodel(prey.swallow_model, player_swallowmodel);\r
287         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
288                 prey.swallow_model.skin = pred.skin;\r
289         if(cvar("g_healthsize"))\r
290                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
291         if(prey.swallow_model.enemy != pred)\r
292                 prey.swallow_model.enemy = pred; // enemy is the predator\r
293         if(prey.swallow_model.colormap != pred.colormap)\r
294                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
295         if(prey.swallow_model.glowmod != pred.glowmod)\r
296                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
297 }\r
298 \r
299 .entity pusher;\r
300 .float pushltime;\r
301 void Vore_Swallow(entity e)\r
302 {\r
303         // this player is being swallowed by another player, apply the proper changes\r
304 \r
305         e.vore_oldmovetype = e.movetype;\r
306         e.vore_oldsolid = e.solid;\r
307 \r
308         e.predator = self;\r
309         setorigin(e, e.predator.origin);\r
310         e.velocity = '0 0 0';\r
311         e.movetype = MOVETYPE_FOLLOW;\r
312         e.solid = SOLID_NOT;\r
313         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
314 \r
315         // drop keys (KH) and flags (CTF) when we get swallowed\r
316         kh_Key_DropAll(e, FALSE);\r
317         if(e.flagcarried)\r
318                 DropFlag(e.flagcarried, world, e.predator);\r
319 \r
320         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
321                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
322 \r
323         if(teams_matter && e.team == e.predator.team)\r
324         {\r
325                 if(cvar("g_vore_kick"))\r
326                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
327                 if(cvar("g_vore_digestion"))\r
328                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
329         }\r
330 \r
331         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
332         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
333         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
334         e.predator.regurgitate_prepare = 0;\r
335         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
336         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
337         Vore_AutoDigest(e.predator);\r
338 \r
339         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
340         e.predator.weapon_delay = time + button_delay_time;\r
341         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
342         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
343         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
344 }\r
345 \r
346 void Vore_SwallowStep(entity e)\r
347 {\r
348         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
349         {\r
350                 Vore_Swallow(e);\r
351                 return;\r
352         }\r
353 \r
354         Vore_SwallowModel_Update(e, self);\r
355 \r
356         // increase the progress value until it reaches 1, then swallow the player\r
357         if(e.swallow_progress_prey < 1)\r
358         {\r
359                 float fill;\r
360                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
361                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
362                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
363                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
364                         fill /= e.stomach_load;\r
365 \r
366                 e.swallow_progress_prey += fill;\r
367         }\r
368         else\r
369         {\r
370                 Vore_Swallow(e);\r
371                 e.swallow_progress_prey = 0;\r
372         }\r
373 \r
374         // the predator's progress is how much the prey got swallowed\r
375         self.swallow_progress_pred = e.swallow_progress_prey;\r
376 }\r
377 \r
378 void Vore_Regurgitate(entity e)\r
379 {\r
380         // this player is being regurgitated by their predator, apply the proper changes\r
381 \r
382         e.movetype = e.vore_oldmovetype;\r
383         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
384                 e.solid = e.vore_oldsolid;\r
385         e.view_ofs_z = PL_VIEW_OFS_z;\r
386 \r
387         // apply velocities\r
388         local vector oldforward, oldright, oldup;\r
389         oldforward = v_forward;\r
390         oldright = v_right;\r
391         oldup = v_up;\r
392         makevectors(e.predator.v_angle);\r
393         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
394         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
395         v_forward = oldforward;\r
396         v_right = oldright;\r
397         v_up = oldup;\r
398 \r
399         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
400         e.pushltime = time + cvar("g_maxpushtime");\r
401 \r
402         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
403         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
404         {\r
405                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
406                 Vore_SwallowModel_Update(e, e.predator);\r
407         }\r
408 \r
409         // apply regurgitation damage to the predator\r
410         if(cvar("g_balance_vore_regurgitate_damage"))\r
411         {\r
412                 float regurgitate_dmg;\r
413                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
414                 if(cvar("g_healthsize"))\r
415                         regurgitate_dmg *= e.scale / e.predator.scale;\r
416                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
417         }\r
418 \r
419         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
420         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
421         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
422         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
423         e.predator.regurgitate_prepare = 0;\r
424         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
425 \r
426         // block firing for a small amount of time, or we'll be firing the next frame\r
427         e.weapon_delay = time + button_delay_time;\r
428         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
429         e.predator = world;\r
430 }\r
431 \r
432 void Vore_DeadPrey_Configure(entity e)\r
433 {\r
434         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
435 \r
436         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
437                 return;\r
438 \r
439         // this entity is like e.predator but for dead prey, to avoid conflicts\r
440         e.fakepredator = e.predator;\r
441         e.fakeprey = TRUE;\r
442 \r
443         // first release the prey from the predator, as dead prey needs to be attached differently\r
444         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
445         e.predator = world;\r
446 \r
447         // now put our dead prey inside the predator's stomach, but only as an effect\r
448         e.movetype = MOVETYPE_FOLLOW;\r
449         e.takedamage = DAMAGE_NO;\r
450         e.solid = SOLID_NOT;\r
451         e.aiment = e.fakepredator;\r
452 }\r
453 \r
454 void Vore_DeadPrey_Detach(entity e)\r
455 {\r
456         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
457         // should only execute after Vore_DeadPrey_Configure has ran first\r
458 \r
459         if not(cvar("g_vore_keepdeadprey"))\r
460                 return;\r
461 \r
462         e.fakepredator = world;\r
463         e.fakeprey = TRUE; // keep fakeprey status\r
464         e.stat_eaten = 0;\r
465         e.aiment = world;\r
466         e.movetype = MOVETYPE_TOSS;\r
467 }\r
468 \r
469 void Vore_PreyRelease(entity e, float pred_disconnect)\r
470 {\r
471         if(pred_disconnect)\r
472         {\r
473                 if(e.fakeprey)\r
474                         Vore_DeadPrey_Detach(e);\r
475                 else\r
476                         Vore_Regurgitate(e);\r
477         }\r
478         else if(self.stat_eaten && !self.fakeprey)\r
479         {\r
480                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
481                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
482                         Vore_DeadPrey_Configure(e);\r
483                 else\r
484                         Vore_Regurgitate(e);\r
485         }\r
486 }\r
487 \r
488 void Vore_Disconnect()\r
489 {\r
490         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
491 \r
492         // prey disconnects or goes spectating while inside someone's belly\r
493         if(self.stat_eaten)\r
494                 Vore_PreyRelease(self, TRUE);\r
495 \r
496         // pred disconnects or goes spectating with players in their belly\r
497         entity head;\r
498         FOR_EACH_PLAYER(head)\r
499         {\r
500                 if(head.predator == self || head.fakepredator == self)\r
501                         Vore_PreyRelease(head, TRUE);\r
502         }\r
503         Vore_GurgleSound(); // stop the gurgling sound\r
504 \r
505         self.stomach_load = self.gravity = 0; // prevents a bug\r
506 }\r
507 \r
508 .float digestion_step;\r
509 void Vore_Digest()\r
510 {\r
511         // apply digestion to prey\r
512 \r
513         if(time > self.digestion_step)\r
514         {\r
515                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
516                 float vore_offset;\r
517                 if(cvar("g_balance_vore_digestion_distribute"))\r
518                         vore_offset = self.predator.stomach_maxload / self.predator.stomach_load;\r
519                 else\r
520                         vore_offset = 1;\r
521 \r
522                 float damage;\r
523                 damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\r
524 \r
525                 // apply player scale to digestion damage\r
526                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
527                         damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
528 \r
529                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
530                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
531                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
532 \r
533                 if (self.predator.digestsound_finished < time)\r
534                 {\r
535                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
536                         self.predator.digestsound_finished = time + 0.5;\r
537                 }\r
538                 self.digestion_step = time + steptime;\r
539         }\r
540 \r
541         if(self.deadflag != DEAD_NO)\r
542         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
543                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
544 }\r
545 \r
546 .float teamheal_step;\r
547 void Vore_Teamheal()\r
548 {\r
549         // apply teamheal\r
550 \r
551         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
552         if(time > self.teamheal_step)\r
553         {\r
554                 self.health += cvar("g_balance_vore_teamheal");\r
555                 self.teamheal_step = time + steptime;\r
556 \r
557                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
558                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
559                 {\r
560                         play2(self, "misc/beep.wav");\r
561                         play2(self.predator, "misc/beep.wav");\r
562                 }\r
563         }\r
564 }\r
565 \r
566 .float kick_pressed;\r
567 void Vore_StomachKick()\r
568 {\r
569         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
570 \r
571         if(time > self.stomachkick_delay && !self.kick_pressed)\r
572         {\r
573                 float damage, vol;\r
574                 vector force;\r
575                 damage = cvar("g_balance_vore_kick_damage");\r
576                 force = v_forward * cvar("g_balance_vore_kick_force");\r
577                 vol = VOL_BASE;\r
578 \r
579                 // apply player scale to the damage / force of the kick\r
580                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
581                 {\r
582                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
583                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
584                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
585                 }\r
586                 vol = bound(0, vol, 1);\r
587 \r
588                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
589                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
590                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
591                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
592 \r
593                 // abort the predator's scheduled regurgitation\r
594                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
595                         self.predator.regurgitate_prepare = 0;\r
596 \r
597                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
598                 if(cvar("g_balance_vore_kick_repress"))\r
599                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
600                         self.kick_pressed = TRUE;\r
601         }\r
602 }\r
603 \r
604 void Vore_StomachLeave()\r
605 {\r
606         // allows players to get out of their predator at will in some circumstances, such as team mates\r
607 \r
608         if(Vore_CanLeave())\r
609                 Vore_Regurgitate(self);\r
610         else if(time > self.complain_vore)\r
611         {\r
612                 play2(self, "misc/forbidden.wav");\r
613                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
614                 self.complain_vore = time + complain_delay_time;\r
615         }\r
616 }\r
617 \r
618 void Vore_AutoTaunt()\r
619 {\r
620         // triggers ambient vore taunts, for both pred and prey\r
621 \r
622         float taunt_time;\r
623 \r
624         // predator taunts\r
625         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
626         {\r
627                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
628                 {\r
629                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
630                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
631                 }\r
632         }\r
633         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
634         {\r
635                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
636                 SetAutoTaunt(self, 0, 0);\r
637         }\r
638 \r
639         // prey taunts\r
640         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
641         {\r
642                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
643                 {\r
644                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
645                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
646                 }\r
647         }\r
648         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
649         {\r
650                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
651                 SetAutoTaunt(self, 0, 0);\r
652         }\r
653 }\r
654 \r
655 void Vore_SetSbarRings()\r
656 {\r
657         // first clear the ring stats, then configure them if needed\r
658         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
659         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
660 \r
661         if(self.stat_eaten)\r
662         {\r
663                 if(time <= self.stomachkick_delay)\r
664                 {\r
665                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
666                         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
667                 }\r
668         }\r
669         else\r
670         {\r
671                 if(self.swallow_progress_pred)\r
672                 {\r
673                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
674                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
675                 }\r
676                 else if(time <= self.action_delay)\r
677                 {\r
678                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
679                         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
680                 }\r
681 \r
682                 if(self.swallow_progress_prey)\r
683                 {\r
684                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
685                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
686                 }\r
687                 else if(time <= self.regurgitate_prepare)\r
688                 {\r
689                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
690                         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
691                 }\r
692         }\r
693 }\r
694 \r
695 void Vore()\r
696 {\r
697         // main vore code, this is where it all happens\r
698 \r
699         Vore_AutoTaunt();\r
700 \r
701         // wash the goo away from players once they leave the stomach\r
702         if(!self.stat_eaten)\r
703         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
704         if(self.colormod)\r
705         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
706         {\r
707                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
708                 if(self.colormod_x > 1)\r
709                         self.colormod_x = 1;\r
710                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
711                 if(self.colormod_y > 1)\r
712                         self.colormod_y = 1;\r
713                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
714                 if(self.colormod_z > 1)\r
715                         self.colormod_z = 1;\r
716         }\r
717 \r
718         // set all vore stats\r
719         Vore_SetSbarRings();\r
720         if(self.fakepredator.classname == "player")\r
721                 self.stat_eaten = num_for_edict(self.fakepredator);\r
722         else if(self.predator.classname == "player")\r
723         {\r
724                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
725                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
726                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
727                 self.stat_eaten = num_for_edict(self.predator);\r
728         }\r
729         else\r
730         {\r
731                 self.stat_stomachload = self.stomach_load;\r
732                 self.stat_stomachmaxload = self.stomach_maxload;\r
733                 self.stat_digesting = self.digesting;\r
734                 self.stat_eaten = 0;\r
735         }\r
736         self.stat_canleave = Vore_CanLeave();\r
737 \r
738         // don't allow a player inside a player inside another player :)\r
739         // prevent this by checking if such has happened, and taking the proper measures\r
740         // this code has a high priority and must not be stopped by any delay, so run it here\r
741         if(self.predator.stat_eaten)\r
742         {\r
743                 entity target_predator, target_predator_predator, oldself;\r
744                 target_predator = self.predator;\r
745                 target_predator_predator = self.predator.predator;\r
746 \r
747                 Vore_Regurgitate(self);\r
748 \r
749                 // now steal our prey's prey if this probability applies\r
750                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
751                 {\r
752                         oldself = self;\r
753                         self = target_predator_predator;\r
754                         if(Swallow_condition_check(oldself))\r
755                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
756                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
757                                 Vore_Swallow(oldself);\r
758                         self = oldself;\r
759                 }\r
760         }\r
761 \r
762         // the swallow progress of prey and preds idly decrease by this amount\r
763         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
764         {\r
765                 if(self.swallow_progress_pred)\r
766                 {\r
767                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
768                         if(self.swallow_progress_pred < 0)\r
769                                 self.swallow_progress_pred = 0;\r
770                 }\r
771                 if(self.swallow_progress_prey)\r
772                 {\r
773                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
774                         if(self.swallow_progress_prey < 0)\r
775                                 self.swallow_progress_prey = 0;\r
776                 }\r
777         }\r
778 \r
779         // apply delays and skip the vore system under some circumstances\r
780         if(!cvar("g_vore")) // the vore system is disabled\r
781         {\r
782                 Vore_Disconnect();\r
783                 return;\r
784         }\r
785         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
786         {\r
787                 Vore_Disconnect();\r
788                 return;\r
789         }\r
790         if(self.spectatee_status)\r
791                 return;\r
792         if(time < self.system_delay)\r
793                 return;\r
794 \r
795 // --------------------------------\r
796 // Code that addresses predators:\r
797 // --------------------------------\r
798 \r
799         entity prey;\r
800         prey = Swallow_player_check();\r
801 \r
802         // set the predator's stomach load and capacity\r
803         Vore_StomachLoad_Apply();\r
804 \r
805         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
806         self.stat_canswallow = 0;\r
807         if(Swallow_condition_check(prey))\r
808         {\r
809                 // canswallow stat, used by the HUD\r
810                 if(teams_matter && prey.team == self.team)\r
811                         self.stat_canswallow = 2;\r
812                 else\r
813                         self.stat_canswallow = 1;\r
814 \r
815                 if(self.BUTTON_ATCK)\r
816                         Vore_SwallowStep(prey);\r
817         }\r
818         else if(prey != world)\r
819                 self.stat_canswallow = -1;\r
820 \r
821         // toggle digestion, if the player has someone in their stomach\r
822         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
823         {\r
824                 if(self.stomach_load)\r
825                 {\r
826                         if(time > self.digest_button_delay_time)\r
827                         {\r
828                                 self.digesting = !self.digesting;\r
829                                 self.digest_button_delay_time = time + button_delay_time;\r
830                         }\r
831                 }\r
832                 else if(time > self.complain_vore)\r
833                 {\r
834                         play2(self, "misc/forbidden.wav");\r
835                         sprint(self, "There is nothing to digest\n");\r
836                         self.complain_vore = time + complain_delay_time;\r
837                 }\r
838         }\r
839         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
840                 self.digesting = FALSE;\r
841 \r
842         // predator wishes to regurgitate his prey\r
843         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
844         {\r
845                 if(self.stomach_load)\r
846                 {\r
847                         if(time > self.regurgitate_button_delay_time)\r
848                         {\r
849                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
850                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
851                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
852                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
853                         }\r
854                 }\r
855                 else if(time > self.complain_vore)\r
856                 {\r
857                         play2(self, "misc/forbidden.wav");\r
858                         sprint(self, "There is nothing to regurgitate\n");\r
859                         self.complain_vore = time + complain_delay_time;\r
860                 }\r
861         }\r
862 \r
863         if(cvar("g_vore_gurglesound"))\r
864                 Vore_GurgleSound();\r
865 \r
866 // --------------------------------\r
867 // Code that addresses the prey:\r
868 // --------------------------------\r
869 \r
870         Vore_SetPreyPositions();\r
871 \r
872         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
873         if(self.fakeprey)\r
874         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
875                 Vore_DeadPrey_Detach(self);\r
876 \r
877         if(!self.stat_eaten)\r
878                 return;\r
879 \r
880         if(self.deadflag != DEAD_NO)\r
881         {\r
882                 Vore_PreyRelease(self, FALSE);\r
883                 return;\r
884         }\r
885 \r
886         if(self.predator.deadflag != DEAD_NO)\r
887                 Vore_Regurgitate(self);\r
888         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_maxload / self.stomach_load))\r
889                 Vore_Regurgitate(self);\r
890 \r
891         // apply delayed regurgitating if it was scheduled\r
892         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
893         {\r
894                 self.predator.regurgitate_prepare = 0;\r
895                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
896                 Vore_Regurgitate(self);\r
897         }\r
898 \r
899         // execute digesting and team healing\r
900         if(self.predator.digesting == TRUE)\r
901                 Vore_Digest();\r
902         if(teams_matter && self.team == self.predator.team)\r
903         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
904                 Vore_Teamheal();\r
905 \r
906         // execute prey commands\r
907         if(self.BUTTON_ATCK)\r
908         {\r
909                 if(cvar("g_vore_kick"))\r
910                         Vore_StomachKick();\r
911         }\r
912         else\r
913                 self.kick_pressed = FALSE;\r
914         if(self.BUTTON_JUMP)\r
915                 Vore_StomachLeave();\r
916 \r
917         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
918         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
919         kh_Key_DropAll(self, FALSE);\r
920 }