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