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1 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
2 .float complain_vore;\r
3 .float vore_oldmovetype, vore_oldsolid;\r
4 \r
5 const float system_delay_time = 0.1;\r
6 const float complain_delay_time = 1;\r
7 const float button_delay_time = 0.5;\r
8 \r
9 entity Swallow_player_check()\r
10 {\r
11         // check if we can swallow a player instead of firing our weapon\r
12 \r
13         float swallow_range;\r
14         vector vore_w_shotorg, vore_w_shotdir;\r
15 \r
16         swallow_range = cvar("g_balance_vore_swallow_range");\r
17         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
18                 swallow_range *= self.scale;\r
19         makevectors(self.angles);\r
20         vore_w_shotorg = self.origin;\r
21         vore_w_shotdir = v_forward;\r
22 \r
23         if(self.antilag_debug)\r
24                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
25         else\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
27         if(trace_fraction < 1)\r
28         if(trace_ent.classname == "player")\r
29                 return trace_ent;\r
30         return world;\r
31 }\r
32 \r
33 float Swallow_condition_check(entity prey)\r
34 {\r
35         // checks the necessary conditions for swallowing a player\r
36 \r
37         if(prey != self)\r
38         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
39         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
40         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
41         {\r
42                 float prey_mass;\r
43                 prey_mass = cvar("g_balance_vore_load_prey_mass");\r
44                 if(cvar("g_healthsize"))\r
45                         prey_mass *= prey.scale;\r
46 \r
47                 string swallow_complain;\r
48                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
49                         swallow_complain = "You cannot swallow your team mates\n";\r
50                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
51                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
52                 else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
53                         swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
54                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
55                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
56                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
57                         swallow_complain = "You cannot swallow someone larger than you\n";\r
58 \r
59                 if(swallow_complain != "")\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, swallow_complain);\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69                 return TRUE;\r
70         }\r
71         return FALSE;\r
72 }\r
73 \r
74 float Stomach_TeamMates_check(entity pred)\r
75 {\r
76         // checks if a player's stomach contains any team mates\r
77 \r
78         entity head;\r
79         if(teams_matter)\r
80         {\r
81                 FOR_EACH_PLAYER(head)\r
82                 {\r
83                         if(head.predator == pred && head.team == pred.team)\r
84                                 return TRUE;\r
85                 }\r
86         }\r
87         return FALSE;\r
88 }\r
89 \r
90 float Stomach_HasLivePrey(entity pred)\r
91 {\r
92         entity head;\r
93         FOR_EACH_PLAYER(head)\r
94         {\r
95                 if(head.predator == pred)\r
96                 if(head.deadflag == DEAD_NO)\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 float Vore_CanLeave()\r
103 {\r
104         if(self.stat_eaten)\r
105         {\r
106                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
107                         return TRUE;\r
108                 if(teams_matter && self.team == self.predator.team)\r
109                         return TRUE;\r
110                 if(g_rpg && cvar("g_rpg_canleave"))\r
111                         return TRUE;\r
112         }\r
113         return FALSE;\r
114 }\r
115 \r
116 // position the camera properly for prey\r
117 void Vore_SetPreyPositions(entity pred)\r
118 {\r
119         // pred is the predator and head is the prey\r
120 \r
121         local entity head;\r
122 \r
123         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
124         // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
125         FOR_EACH_PLAYER(head)\r
126         {\r
127                 if(head.predator == pred)\r
128                 {\r
129                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
130                         head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
131                         head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
132                         head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
133                 }\r
134         }\r
135 }\r
136 \r
137 .float gurgle_oldstomachload;\r
138 void Vore_GurgleSound()\r
139 {\r
140         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
141         {\r
142                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
143 \r
144                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
145                 self.gurgle_oldstomachload = self.stomach_load;\r
146         }\r
147 }\r
148 \r
149 void Vore_StomachLoad_Apply()\r
150 {\r
151         // apply stomach weight that makes you heavier and larger the more you eat\r
152         // slowing the player is done in cl_physics.qc\r
153         if(self.classname != "player")\r
154                 return;\r
155 \r
156         entity e;\r
157         float prey_mass;\r
158 \r
159         // apply the stomach capacity of the predator\r
160         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
161         if(cvar("g_healthsize"))\r
162                 self.stomach_maxload *= self.scale;\r
163         self.stomach_maxload = floor(self.stomach_maxload);\r
164 \r
165         self.stomach_load = 0; // start from zero\r
166         FOR_EACH_PLAYER(e)\r
167         {\r
168                 if(e.predator == self)\r
169                 {\r
170                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
171                         if(cvar("g_healthsize"))\r
172                                 prey_mass *= e.scale;\r
173                         self.stomach_load += floor(prey_mass);\r
174                 }\r
175         }\r
176         for(e = world; (e = find(e, classname, "consumable")); )\r
177         {\r
178                 if(e.predator == self)\r
179                         self.stomach_load += floor(e.dmg);\r
180         }\r
181 \r
182         // apply weight\r
183         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
184         if(!self.gravity && self.stomach_load)\r
185                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
186 }\r
187 \r
188 void Vore_AutoDigest(entity e)\r
189 {\r
190         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
191 \r
192         if(!cvar("g_vore_digestion") || e.digesting)\r
193                 return;\r
194         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
195                 return; // this feature is only for players, not bots\r
196         if(e.stomach_load)\r
197                 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
198         if(Stomach_TeamMates_check(e))\r
199                 return; // never begin automatic digestion if we've swallowed a team mate\r
200 \r
201         e.digesting = TRUE;\r
202 }\r
203 \r
204 .entity swallow_model;\r
205 float Vore_SwallowModel_CustomizeEntityForClient()\r
206 {\r
207         // use the same system as the weapon model\r
208 \r
209         self.viewmodelforclient = self.owner;\r
210         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
211 \r
212         if(other.classname == "spectator")\r
213         if(other.enemy == self.owner)\r
214         {\r
215                 self.viewmodelforclient = other;\r
216                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
217         }\r
218 \r
219         return TRUE;\r
220 }\r
221 \r
222 void Vore_SwallowModel_Think()\r
223 {\r
224         // update the position of the swallow model to match our swallow progress\r
225         float dist;\r
226         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
227         if(cvar("g_healthsize"))\r
228                 dist *= self.scale;\r
229         self.view_ofs = '1 0 0' * dist;\r
230 \r
231         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
232         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
233         {\r
234                 remove(self.owner.swallow_model);\r
235                 self.owner.swallow_model = world;\r
236                 return;\r
237         }\r
238 \r
239         // properties that should update whenever possible, but when the predator is not available\r
240         self.nextthink = time;\r
241 }\r
242 \r
243 void Vore_SwallowModel_Update(entity prey, entity pred)\r
244 {\r
245         // if we don't have a swallow model already, spawn one\r
246         if(!prey.swallow_model)\r
247         {\r
248                 prey.swallow_model = spawn();\r
249                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
250                 prey.swallow_model.solid = SOLID_NOT;\r
251                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
252                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
253                 prey.swallow_model.owner = prey;\r
254                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
255                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
256                 prey.swallow_model.nextthink = time;\r
257         }\r
258 \r
259         // properties that should update whenever possible, but when the predator is available\r
260         string player_swallowmodel;\r
261         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
262         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
263                 setmodel(prey.swallow_model, player_swallowmodel);\r
264         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
265                 prey.swallow_model.skin = pred.skin;\r
266         if(cvar("g_healthsize"))\r
267                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
268         if(prey.swallow_model.enemy != pred)\r
269                 prey.swallow_model.enemy = pred; // enemy is the predator\r
270         if(prey.swallow_model.colormap != pred.colormap)\r
271                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
272         if(prey.swallow_model.glowmod != pred.glowmod)\r
273                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
274 }\r
275 \r
276 .entity pusher;\r
277 .float pushltime;\r
278 void Vore_Swallow(entity e)\r
279 {\r
280         // this player is being swallowed by another player, apply the proper changes\r
281 \r
282         e.vore_oldmovetype = e.movetype;\r
283         e.vore_oldsolid = e.solid;\r
284         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
285 \r
286         e.predator = self;\r
287         setorigin(e, e.predator.origin);\r
288         e.velocity = '0 0 0';\r
289         e.movetype = MOVETYPE_FOLLOW;\r
290         e.solid = SOLID_NOT;\r
291         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
292 \r
293         // drop keys (KH) and flags (CTF) when we get swallowed\r
294         kh_Key_DropAll(e, FALSE);\r
295         if(e.flagcarried)\r
296                 DropFlag(e.flagcarried, world, e.predator);\r
297 \r
298         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
299                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
300 \r
301         if(teams_matter && e.team == e.predator.team)\r
302         {\r
303                 if(cvar("g_vore_kick"))\r
304                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
305                 if(cvar("g_vore_digestion"))\r
306                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
307         }\r
308 \r
309         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
310         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
311         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");\r
312         e.predator.regurgitate_prepare = 0;\r
313         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
314         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
315         Vore_AutoDigest(e.predator);\r
316         Vore_SetPreyPositions(e.predator);\r
317 \r
318         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
319         e.predator.weapon_delay = time + button_delay_time;\r
320         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
321         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
322         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
323 }\r
324 \r
325 void Vore_SwallowStep(entity e)\r
326 {\r
327         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
328         {\r
329                 Vore_Swallow(e);\r
330                 return;\r
331         }\r
332 \r
333         Vore_SwallowModel_Update(e, self);\r
334 \r
335         // increase the progress value until it reaches 1, then swallow the player\r
336         if(e.swallow_progress_prey < 1)\r
337         {\r
338                 float fill;\r
339                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
340                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
341                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
342                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
343                         fill /= e.stomach_load;\r
344 \r
345                 e.swallow_progress_prey += fill;\r
346         }\r
347         else\r
348         {\r
349                 Vore_Swallow(e);\r
350                 e.swallow_progress_prey = 0;\r
351         }\r
352 \r
353         // the predator's progress is how much the prey got swallowed\r
354         self.swallow_progress_pred = e.swallow_progress_prey;\r
355 }\r
356 \r
357 void Vore_Regurgitate(entity e)\r
358 {\r
359         // this player is being regurgitated by their predator, apply the proper changes\r
360 \r
361         e.movetype = e.vore_oldmovetype;\r
362         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
363                 e.solid = e.vore_oldsolid;\r
364         e.view_ofs_z = PL_VIEW_OFS_z;\r
365         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
366 \r
367         // if the prey has been fully digested, silently detach them\r
368         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
369         {\r
370                 e.predator = world;\r
371                 e.modelindex = 0; // hide the dead body\r
372                 return;\r
373         }\r
374 \r
375         // apply velocities\r
376         makevectors(e.predator.v_angle);\r
377         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
378         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
379         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
380         e.pushltime = time + cvar("g_maxpushtime");\r
381 \r
382         // if the dead body of the prey is below gibbing health, gib it\r
383         e.stat_eaten = 0; // necessary for gibs to show\r
384         PlayerGib(e, e.predator);\r
385 \r
386         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
387         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
388         {\r
389                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
390                 Vore_SwallowModel_Update(e, e.predator);\r
391         }\r
392 \r
393         // apply regurgitation damage to the predator\r
394         if(cvar("g_balance_vore_regurgitate_damage"))\r
395         {\r
396                 float regurgitate_dmg;\r
397                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
398                 if(cvar("g_healthsize"))\r
399                         regurgitate_dmg *= e.scale / e.predator.scale;\r
400                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
401         }\r
402 \r
403         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
404         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
405         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
406         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
407         e.predator.regurgitate_prepare = 0;\r
408         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
409         Vore_SetPreyPositions(e.predator);\r
410 \r
411         // block firing for a small amount of time, or we'll be firing the next frame\r
412         e.weapon_delay = time + button_delay_time;\r
413         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
414         e.predator = world;\r
415 }\r
416 \r
417 void Vore_Disconnect()\r
418 {\r
419         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
420 \r
421         // prey disconnects or goes spectating while inside someone's belly\r
422         if(self.stat_eaten)\r
423                 Vore_Regurgitate(self);\r
424 \r
425         // pred disconnects or goes spectating with players in their belly\r
426         entity head;\r
427         FOR_EACH_PLAYER(head)\r
428         {\r
429                 if(head.predator == self)\r
430                         Vore_Regurgitate(head);\r
431         }\r
432         Vore_GurgleSound(); // stop the gurgling sound\r
433 \r
434         self.stomach_load = self.gravity = 0; // prevents a bug\r
435 }\r
436 \r
437 .float digestion_step;\r
438 void Vore_Digest()\r
439 {\r
440         // apply digestion to prey\r
441 \r
442         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
443         {\r
444                 self.predator.digesting = FALSE;\r
445                 return;\r
446         }\r
447         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
448                 return;\r
449 \r
450         if(time > self.digestion_step)\r
451         {\r
452                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
453                 float damage, damage_offset;\r
454 \r
455                 damage_offset = 1;\r
456                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
457                         damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
458                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
459                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
460                 damage_offset = ceil(damage_offset);\r
461 \r
462                 damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
463                 if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
464                         damage *= cvar("g_balance_vore_digestion_damage_death");\r
465 \r
466                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
467                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
468                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
469 \r
470                 if (self.predator.digestsound_finished < time)\r
471                 {\r
472                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
473                         self.predator.digestsound_finished = time + 0.5;\r
474                 }\r
475                 self.digestion_step = time + vore_steptime;\r
476         }\r
477 \r
478         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
479                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
480 }\r
481 \r
482 .float teamheal_step;\r
483 void Vore_Teamheal()\r
484 {\r
485         // apply teamheal\r
486 \r
487         if(self.deadflag != DEAD_NO)\r
488                 return;\r
489 \r
490         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
491         if(time > self.teamheal_step)\r
492         {\r
493                 self.health += cvar("g_balance_vore_teamheal");\r
494                 self.teamheal_step = time + vore_steptime;\r
495 \r
496                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
497                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
498                 {\r
499                         play2(self, "misc/beep.wav");\r
500                         play2(self.predator, "misc/beep.wav");\r
501                 }\r
502         }\r
503 }\r
504 \r
505 .float kick_pressed;\r
506 void Vore_StomachKick()\r
507 {\r
508         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
509 \r
510         if(self.deadflag != DEAD_NO)\r
511                 return;\r
512 \r
513         if(time > self.stomachkick_delay && !self.kick_pressed)\r
514         {\r
515                 float damage, vol;\r
516                 vector force;\r
517                 damage = cvar("g_balance_vore_kick_damage");\r
518                 force = v_forward * cvar("g_balance_vore_kick_force");\r
519                 vol = VOL_BASE;\r
520 \r
521                 // apply player scale to the damage / force of the kick\r
522                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
523                 {\r
524                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
525                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
526                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
527                 }\r
528                 vol = bound(0, vol, 1);\r
529 \r
530                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
531                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
532                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
533                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
534 \r
535                 // abort the predator's scheduled regurgitation\r
536                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
537                         self.predator.regurgitate_prepare = 0;\r
538 \r
539                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
540                 if(cvar("g_balance_vore_kick_repress"))\r
541                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
542                         self.kick_pressed = TRUE;\r
543         }\r
544 }\r
545 \r
546 void Vore_StomachLeave()\r
547 {\r
548         // allows players to get out of their predator at will in some circumstances, such as team mates\r
549 \r
550         if(self.deadflag != DEAD_NO)\r
551                 return;\r
552 \r
553         if(Vore_CanLeave())\r
554                 Vore_Regurgitate(self);\r
555         else if(time > self.complain_vore)\r
556         {\r
557                 play2(self, "misc/forbidden.wav");\r
558                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
559                 self.complain_vore = time + complain_delay_time;\r
560         }\r
561 }\r
562 \r
563 void Vore_AutoTaunt()\r
564 {\r
565         // triggers ambient vore taunts, for both pred and prey\r
566 \r
567         float taunt_time;\r
568 \r
569         // predator taunts\r
570         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
571         {\r
572                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
573                 {\r
574                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
575                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
576                 }\r
577         }\r
578         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
579         {\r
580                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
581                 SetAutoTaunt(self, 0, 0);\r
582         }\r
583 \r
584         // prey taunts\r
585         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
586         {\r
587                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
588                 {\r
589                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
590                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
591                 }\r
592         }\r
593         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
594         {\r
595                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
596                 SetAutoTaunt(self, 0, 0);\r
597         }\r
598 }\r
599 \r
600 void Vore_SetSbarRings()\r
601 {\r
602         // first clear the ring stats, then configure them if needed\r
603         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
604         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
605 \r
606         if(self.stat_eaten)\r
607         {\r
608                 if(time <= self.stomachkick_delay)\r
609                 {\r
610                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
611                         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
612                 }\r
613         }\r
614         else\r
615         {\r
616                 if(self.swallow_progress_pred)\r
617                 {\r
618                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
619                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
620                 }\r
621                 else if(time <= self.action_delay)\r
622                 {\r
623                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
624                         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
625                 }\r
626 \r
627                 if(self.swallow_progress_prey)\r
628                 {\r
629                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
630                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
631                 }\r
632                 else if(time <= self.regurgitate_prepare)\r
633                 {\r
634                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
635                         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
636                 }\r
637         }\r
638 }\r
639 \r
640 .float regurgitatecolor_particles_tick;\r
641 void Vore()\r
642 {\r
643         // main vore code, this is where it all happens\r
644 \r
645         Vore_AutoTaunt();\r
646 \r
647         if(!self.stat_eaten)\r
648         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
649         if(self.colormod)\r
650         if(self.colormod != '1 1 1')\r
651         {\r
652                 // slowly wash stomach fluids off players once they're out of the stomach\r
653                 if(cvar("g_vore_regurgitatecolor_fade"))\r
654                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
655                 {\r
656                         float goo_fade;\r
657                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
658                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
659 \r
660                         self.colormod_x += goo_fade;\r
661                         if(self.colormod_x > 1)\r
662                                 self.colormod_x = 1;\r
663                         self.colormod_y += goo_fade;\r
664                         if(self.colormod_y > 1)\r
665                                 self.colormod_y = 1;\r
666                         self.colormod_z += goo_fade;\r
667                         if(self.colormod_z > 1)\r
668                                 self.colormod_z = 1;\r
669                 }\r
670 \r
671                 // constant particles falling off dirty players\r
672                 if(cvar("g_vore_regurgitatecolor_particles"))\r
673                 if(self.regurgitatecolor_particles_tick < time)\r
674                 {\r
675                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
676                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
677                 }\r
678         }\r
679 \r
680         // set all vore stats\r
681         Vore_SetSbarRings();\r
682         if(self.predator.classname == "player")\r
683         {\r
684                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
685                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
686                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
687                 self.stat_eaten = num_for_edict(self.predator);\r
688         }\r
689         else\r
690         {\r
691                 self.stat_stomachload = self.stomach_load;\r
692                 self.stat_stomachmaxload = self.stomach_maxload;\r
693                 self.stat_digesting = self.digesting;\r
694                 self.stat_eaten = 0;\r
695         }\r
696         self.stat_canleave = Vore_CanLeave();\r
697 \r
698         // don't allow a player inside a player inside another player :)\r
699         // prevent this by checking if such has happened, and taking the proper measures\r
700         // this code has a high priority and must not be stopped by any delay, so run it here\r
701         if(self.predator.stat_eaten)\r
702                 Vore_Regurgitate(self);\r
703 \r
704         // the swallow progress of prey and preds idly decrease by this amount\r
705         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
706         {\r
707                 if(self.swallow_progress_pred)\r
708                 {\r
709                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
710                         if(self.swallow_progress_pred < 0)\r
711                                 self.swallow_progress_pred = 0;\r
712                 }\r
713                 if(self.swallow_progress_prey)\r
714                 {\r
715                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
716                         if(self.swallow_progress_prey < 0)\r
717                                 self.swallow_progress_prey = 0;\r
718                 }\r
719         }\r
720 \r
721         // set the predator's stomach load and capacity\r
722         Vore_StomachLoad_Apply();\r
723 \r
724         // apply delays and skip the vore system under some circumstances\r
725         if(!cvar("g_vore")) // the vore system is disabled\r
726         {\r
727                 Vore_Disconnect();\r
728                 return;\r
729         }\r
730         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
731         {\r
732                 Vore_Disconnect();\r
733                 return;\r
734         }\r
735         if(self.spectatee_status)\r
736                 return;\r
737         if(time < self.system_delay)\r
738                 return;\r
739 \r
740 // --------------------------------\r
741 // Code that addresses predators:\r
742 // --------------------------------\r
743 \r
744         entity prey;\r
745         prey = Swallow_player_check();\r
746 \r
747         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
748         self.stat_canswallow = 0;\r
749         if(Swallow_condition_check(prey))\r
750         {\r
751                 // canswallow stat, used by the HUD\r
752                 if(teams_matter && prey.team == self.team)\r
753                         self.stat_canswallow = 2;\r
754                 else\r
755                         self.stat_canswallow = 1;\r
756 \r
757                 if(self.BUTTON_ATCK)\r
758                         Vore_SwallowStep(prey);\r
759         }\r
760         else if(prey != world)\r
761                 self.stat_canswallow = -1;\r
762 \r
763         // toggle digestion, if the player has someone in their stomach\r
764         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
765         {\r
766                 if(self.stomach_load)\r
767                 {\r
768                         if(time > self.digest_button_delay_time)\r
769                         {\r
770                                 self.digesting = !self.digesting;\r
771                                 self.digest_button_delay_time = time + button_delay_time;\r
772                         }\r
773                 }\r
774                 else if(time > self.complain_vore)\r
775                 {\r
776                         play2(self, "misc/forbidden.wav");\r
777                         sprint(self, "There is nothing to digest\n");\r
778                         self.complain_vore = time + complain_delay_time;\r
779                 }\r
780         }\r
781         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
782                 self.digesting = FALSE;\r
783 \r
784         // predator wishes to regurgitate his prey\r
785         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
786         {\r
787                 if(self.stomach_load)\r
788                 {\r
789                         if(time > self.regurgitate_button_delay_time)\r
790                         {\r
791                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
792                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
793                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
794                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
795                         }\r
796                 }\r
797                 else if(time > self.complain_vore)\r
798                 {\r
799                         play2(self, "misc/forbidden.wav");\r
800                         sprint(self, "There is nothing to regurgitate\n");\r
801                         self.complain_vore = time + complain_delay_time;\r
802                 }\r
803         }\r
804 \r
805         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
806         {\r
807                 self.regurgitate_prepare = -1;\r
808                 return;\r
809         }\r
810         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load && 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
811         {\r
812                 self.regurgitate_prepare = -1;\r
813                 return;\r
814         }\r
815 \r
816         if(cvar("g_vore_gurglesound"))\r
817                 Vore_GurgleSound();\r
818 \r
819 // --------------------------------\r
820 // Code that addresses the prey:\r
821 // --------------------------------\r
822 \r
823         if(!self.stat_eaten)\r
824                 return;\r
825 \r
826         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
827                 self.health = cvar("g_balance_vore_digestion_limit");\r
828 \r
829         // automatically regurgitate prey that has reached their digestion limit\r
830         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
831         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
832         {\r
833                 Vore_Regurgitate(self);\r
834                 return;\r
835         }\r
836 \r
837         // do we stick around inside dead furries? x_x\r
838         if(self.predator.deadflag != DEAD_NO)\r
839         {\r
840                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
841                 {\r
842                         Vore_Regurgitate(self);\r
843                         return;\r
844                 }\r
845                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
846                         self.predator.regurgitate_prepare = 0;\r
847         }\r
848 \r
849         // apply delayed regurgitating if it was scheduled\r
850         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
851         {\r
852                 self.predator.regurgitate_prepare = 0;\r
853                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
854                 Vore_Regurgitate(self);\r
855         }\r
856 \r
857         // execute digesting and team healing\r
858         if(self.predator.digesting == TRUE)\r
859                 Vore_Digest();\r
860         if(teams_matter && self.team == self.predator.team)\r
861         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
862                 Vore_Teamheal();\r
863 \r
864         // execute prey commands\r
865         if(self.BUTTON_ATCK)\r
866         {\r
867                 if(cvar("g_vore_kick"))\r
868                         Vore_StomachKick();\r
869         }\r
870         else\r
871                 self.kick_pressed = FALSE;\r
872         if(self.BUTTON_JUMP)\r
873                 Vore_StomachLeave();\r
874 \r
875         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
876         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
877         kh_Key_DropAll(self, FALSE);\r
878 \r
879         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
880         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
881 }