1 .float regurgitate_prepare;
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2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;
\r
3 .float complain_vore;
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4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;
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6 const float system_delay_time = 0.1;
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7 const float complain_delay_time = 1;
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8 const float button_delay_time = 0.5;
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9 const float steptime = 0.1;
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11 entity Swallow_player_check()
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13 // check if we can swallow a player instead of firing our weapon
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15 vector w_shotorg, w_shotdir;
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16 w_shotorg = self.origin + self.view_ofs;
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17 w_shotdir = v_forward;
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19 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));
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20 if(trace_fraction < 1)
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21 if(trace_ent.classname == "player")
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26 float Swallow_condition_check(entity prey)
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28 // checks the necessary conditions for swallowing a player
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31 if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach
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32 if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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33 if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)
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34 if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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36 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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38 if(time > self.complain_vore && self.BUTTON_ATCK)
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40 play2(self, "misc/forbidden.wav");
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41 sprint(self, "You cannot swallow your team mates\n");
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42 self.complain_vore = time + complain_delay_time;
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47 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))
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49 if(time > self.complain_vore && self.BUTTON_ATCK)
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51 play2(self, "misc/forbidden.wav");
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52 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));
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53 self.complain_vore = time + complain_delay_time;
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58 if(cvar("g_vore_biggergut"))
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59 if(prey.stomach_load > self.stomach_load)
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61 if(time > self.complain_vore && self.BUTTON_ATCK)
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63 play2(self, "misc/forbidden.wav");
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64 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");
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65 self.complain_vore = time + complain_delay_time;
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75 float Stomach_TeamMates_check(entity pred)
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77 // checks if a player's stomach contains any team mates
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82 FOR_EACH_PLAYER(head)
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84 if(head.predator == pred && head.team == pred.team)
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91 float Vore_CanLeave()
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93 if(self.predator.classname == "player")
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95 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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97 if(teams_matter && self.team == self.predator.team)
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99 if(g_rpg && cvar("g_rpg_canleave"))
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105 // make the camera smoothly lower itself when we get swallowed
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106 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)
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107 .float cameraeffect_current, cameraeffect_target;
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108 void Vore_CameraEffect_Set(entity e)
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110 e.cameraeffect_current = 1;
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111 e.cameraeffect_target = 2;
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113 void Vore_CameraEffect_Apply()
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115 if(self.predator.classname != "player")
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118 if(self.cvar_cl_vore_cameraspeed)
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121 step = self.cvar_cl_vore_cameraspeed * frametime;
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123 // not sure if these maths are good, as the effect should be smoother
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124 if(self.cameraeffect_current >= self.cameraeffect_target + step)
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125 self.cameraeffect_current -= step;
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126 else if(self.cameraeffect_current <= self.cameraeffect_target - step)
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127 self.cameraeffect_current += step;
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130 self.cameraeffect_current = self.cameraeffect_target;
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132 self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;
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135 .float gurgle_oldstomachload;
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136 void Vore_GurgleSound()
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138 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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140 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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142 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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143 self.gurgle_oldstomachload = self.stomach_load;
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147 void Vore_WeightApply(entity e)
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149 // apply stomach weight that makes you heavier the more you eat
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150 // slowing the player is done in cl_physics.qc
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152 if(e.stomach_load != e.vore_oldstomachload)
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153 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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155 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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156 e.vore_oldstomachload = e.stomach_load;
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159 void Vore_AutoDigest(entity e)
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161 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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163 if(!cvar("g_vore_digestion") || e.digesting)
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165 if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)
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166 return; // this feature is only for players, not bots
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167 if(e.stomach_load > 1)
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168 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
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169 if(Stomach_TeamMates_check(e))
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170 return; // never begin automatic digestion if we've swallowed a team mate
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172 e.digesting = TRUE;
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177 void Vore_Swallow(entity e)
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179 // this player is being swallowed by another player, apply the proper changes
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181 e.vore_oldmovetype = e.movetype;
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182 e.vore_oldsolid = e.solid;
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185 setorigin(e, e.predator.origin);
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186 e.velocity = '0 0 0';
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187 e.movetype = MOVETYPE_FOLLOW;
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188 e.solid = SOLID_NOT;
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189 e.alpha = -1; // best way of hiding the eaten player
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190 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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192 // drop keys (KH) and flags (CTF) when we get swallowed
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193 kh_Key_DropAll(e, FALSE);
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195 DropFlag(e.flagcarried, world, e.predator);
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197 Vore_CameraEffect_Set(e);
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199 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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200 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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202 if(teams_matter && e.team == e.predator.team)
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204 if(cvar("g_vore_kick"))
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205 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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206 if(cvar("g_vore_digestion"))
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207 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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210 PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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211 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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212 e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;
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213 e.predator.stomach_load += 1;
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214 e.predator.regurgitate_prepare = 0;
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215 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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216 Vore_WeightApply(e.predator);
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217 Vore_AutoDigest(e.predator);
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219 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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220 e.predator.weapon_delay = time + button_delay_time;
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221 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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222 e.system_delay = e.predator.system_delay = time + system_delay_time;
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225 void Vore_Regurgitate(entity e)
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227 // this player is being regurgitated by their predator, apply the proper changes
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229 e.movetype = e.vore_oldmovetype;
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230 if(e.health > 0) // leave SOLID_NOT for dead bodies
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231 e.solid = e.vore_oldsolid;
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232 e.view_ofs_z = PL_VIEW_OFS_z;
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233 e.alpha = default_player_alpha;
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235 // apply velocities
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236 local vector oldforward, oldright, oldup;
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237 oldforward = v_forward;
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238 oldright = v_right;
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240 makevectors(e.predator.v_angle);
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241 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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242 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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243 v_forward = oldforward;
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244 v_right = oldright;
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247 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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248 e.pushltime = time + cvar("g_maxpushtime");
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250 PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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251 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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252 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
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253 e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;
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254 e.predator.stomach_load -= 1;
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255 e.predator.regurgitate_prepare = 0;
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256 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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257 Vore_WeightApply(e.predator);
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259 // block firing for a small amount of time, or we'll be firing the next frame
\r
260 e.weapon_delay = time + button_delay_time;
\r
261 e.system_delay = e.predator.system_delay = time + system_delay_time;
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262 e.predator = world;
\r
265 void Vore_DeadPrey_Configure(entity e)
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267 // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying
\r
269 if(e.fakeprey || e.predator.classname != "player") // already configured
\r
272 // this entity is like e.predator but for dead prey, to avoid conflicts
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273 e.fakepredator = e.predator;
\r
276 // first release the prey from the predator, as dead prey needs to be attached differently
\r
277 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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278 e.predator.stomach_load -= 1;
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279 Vore_WeightApply(e.predator);
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280 e.predator = world;
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282 // now put our dead prey inside the predator's stomach, but only as an effect
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283 e.movetype = MOVETYPE_FOLLOW;
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284 e.takedamage = DAMAGE_NO;
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285 e.solid = SOLID_NOT;
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286 e.aiment = e.fakepredator;
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288 // completely remove the dead body
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292 void Vore_DeadPrey_Detach(entity e)
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294 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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295 // should only execute after Vore_DeadPrey_Configure has ran first
\r
297 if not(cvar("g_vore_keepdeadprey"))
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300 e.fakepredator = world;
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304 e.fakeprey = FALSE;
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307 void Vore_PreyRelease(entity e)
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309 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out
\r
310 if(e.health <= 0 && cvar("g_vore_keepdeadprey"))
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312 Vore_DeadPrey_Configure(e);
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314 // if keepdeadprey is enabled and the predator disconnected, detach the dead prey
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315 if(e.fakepredator.classname != "player")
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316 Vore_DeadPrey_Detach(e);
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319 Vore_Regurgitate(e);
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322 void Vore_Disconnect()
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324 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
\r
326 // prey disconnects or goes spectating while inside someone's belly
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327 if(self.predator.classname == "player")
\r
328 Vore_PreyRelease(self);
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330 // pred disconnects or goes spectating with players in their belly
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331 else if(self.stomach_load > 0)
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334 FOR_EACH_PLAYER(head)
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336 if(head.predator == self)
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337 Vore_PreyRelease(head);
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339 Vore_GurgleSound(); // stop the gurgling sound
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342 self.stomach_load = self.gravity = 0; // prevents a bug
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345 .float digestion_step;
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348 // apply digestion to prey
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350 if(time > self.predator.digestion_step)
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352 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');
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353 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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354 self.predator.health += cvar("g_balance_vore_digestion_vampire");
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356 if (self.predator.digestsound_finished < time)
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358 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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359 self.predator.digestsound_finished = time + 0.5;
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361 self.predator.digestion_step = time + steptime;
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364 if(self.health <= 0)
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365 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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366 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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369 .float teamheal_step;
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370 void Vore_Teamheal()
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374 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
\r
375 if(time > self.teamheal_step)
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377 self.health += cvar("g_balance_vore_teamheal");
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378 self.teamheal_step = time + steptime;
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380 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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381 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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383 play2(self, "misc/beep.wav");
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384 play2(self.predator, "misc/beep.wav");
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389 .float stomachkick_delay;
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390 void Vore_StomachKick()
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392 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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394 if(time > self.stomachkick_delay)
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397 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));
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398 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));
\r
399 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);
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400 self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;
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402 if(random() < cvar("g_balance_vore_kick_escapeprobability"))
\r
403 Vore_Regurgitate(self);
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405 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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409 void Vore_StomachLeave()
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411 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
413 if(Vore_CanLeave())
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414 Vore_Regurgitate(self);
\r
415 else if(time > self.complain_vore)
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417 play2(self, "misc/forbidden.wav");
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418 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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419 self.complain_vore = time + complain_delay_time;
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423 void Vore_AutoTaunt()
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425 // triggers ambient vore taunts, for both pred and prey
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430 if(self.stomach_load && !Stomach_TeamMates_check(self))
\r
432 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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434 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
435 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
438 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
440 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
441 SetAutoTaunt(self, 0, 0);
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445 if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))
\r
447 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
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449 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
450 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
453 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
455 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
456 SetAutoTaunt(self, 0, 0);
\r
462 // main vore code, this is where it all happens
\r
464 if(!cvar("g_vore")) // the vore system is disabled
\r
472 // wash the goo away from players once they leave the stomach
\r
473 if(self.predator.classname != "player")
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474 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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476 if(cvar("g_vore_regurgitatecolor_release_fade"))
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478 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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479 if(self.colormod_x > 1)
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480 self.colormod_x = 1;
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481 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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482 if(self.colormod_y > 1)
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483 self.colormod_y = 1;
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484 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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485 if(self.colormod_z > 1)
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486 self.colormod_z = 1;
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489 // set all vore related stats
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490 if(self.predator.classname == "player")
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492 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
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493 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
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494 self.stat_eaten = num_for_edict(self.predator);
\r
498 self.stat_stomachload = self.stomach_load;
\r
499 self.stat_digesting = self.digesting;
\r
500 self.stat_eaten = 0;
\r
502 self.stat_canleave = Vore_CanLeave();
\r
504 // don't allow a player inside a player inside another player :)
\r
505 // prevent this by checking if such has happened, and taking the proper measures
\r
506 // this code has a high priority and must not be stopped by any delay, so run it here
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507 if(self.predator.predator.classname == "player")
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509 entity target_predator, target_predator_predator, oldself;
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510 target_predator = self.predator;
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511 target_predator_predator = self.predator.predator;
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513 Vore_Regurgitate(self);
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515 // now steal our prey's prey if this probability applies
\r
516 if(random() < cvar("g_balance_vore_swallow_stealprey"))
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519 self = target_predator_predator;
\r
520 if(Swallow_condition_check(oldself))
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521 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
\r
522 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
\r
523 Vore_Swallow(oldself);
\r
528 // apply delays and skip the vore system under some circumstances
\r
529 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
534 if(self.spectatee_status)
\r
536 if(time < self.system_delay)
\r
539 // --------------------------------
\r
540 // Code that addresses predators:
\r
541 // --------------------------------
\r
544 prey = Swallow_player_check();
\r
546 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
547 self.stat_canswallow = 0;
\r
548 if(Swallow_condition_check(prey))
\r
550 // canswallow stat, used by the HUD
\r
551 if(teams_matter && prey.team == self.team)
\r
552 self.stat_canswallow = 2;
\r
554 self.stat_canswallow = 1;
\r
556 if(self.BUTTON_ATCK)
\r
557 Vore_Swallow(prey);
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559 else if(prey != world)
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560 self.stat_canswallow = -1;
\r
562 // toggle digestion, if the player has someone in their stomach
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563 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
565 if(self.stomach_load)
\r
567 if(time > self.digest_button_delay_time)
\r
569 self.digesting = !self.digesting;
\r
570 self.digest_button_delay_time = time + button_delay_time;
\r
573 else if(time > self.complain_vore)
\r
575 play2(self, "misc/forbidden.wav");
\r
576 sprint(self, "There is nothing to digest\n");
\r
577 self.complain_vore = time + complain_delay_time;
\r
580 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
581 self.digesting = FALSE;
\r
583 // predator wishes to regurgitate his prey
\r
584 if(self.BUTTON_REGURGITATE)
\r
586 if(self.stomach_load)
\r
588 if(time > self.regurgitate_button_delay_time)
\r
590 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
591 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
592 self.regurgitate_button_delay_time = time + button_delay_time;
\r
595 else if(time > self.complain_vore)
\r
597 play2(self, "misc/forbidden.wav");
\r
598 sprint(self, "There is nothing to regurgitate\n");
\r
599 self.complain_vore = time + complain_delay_time;
\r
603 if(cvar("g_vore_gurglesound"))
\r
604 Vore_GurgleSound();
\r
606 // --------------------------------
\r
607 // Code that addresses the prey:
\r
608 // --------------------------------
\r
610 // keepdeadprey - detach dead prey if their predator died or got swallowed
\r
611 if(self.fakepredator.classname == "player")
\r
612 if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")
\r
613 Vore_DeadPrey_Detach(self);
\r
615 if(self.predator.classname != "player")
\r
620 Vore_PreyRelease(self);
\r
624 if(self.predator.deadflag)
\r
625 Vore_Regurgitate(self);
\r
626 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
\r
627 Vore_Regurgitate(self);
\r
629 // apply delayed regurgitating if it was scheduled
\r
630 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
632 self.predator.regurgitate_prepare = 0;
\r
633 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
634 Vore_Regurgitate(self);
\r
637 // execute digesting and team healing
\r
638 if(self.predator.digesting == TRUE)
\r
640 if(teams_matter && self.team == self.predator.team)
\r
641 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
644 // execute prey commands
\r
645 if(self.BUTTON_ATCK && cvar("g_vore_kick"))
\r
646 Vore_StomachKick();
\r
647 if(self.BUTTON_JUMP)
\r
648 Vore_StomachLeave();
\r
650 Vore_CameraEffect_Apply();
\r