1 .float regurgitate_prepare;
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2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;
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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)
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40 play2(self, "misc/unavailable.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)
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51 play2(self, "misc/unavailable.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)
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63 play2(self, "misc/unavailable.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 Vore_CanLeave()
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77 if(self.predator.classname == "player")
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79 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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81 if(teams_matter && self.team == self.predator.team)
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83 if(g_rpg && cvar("g_rpg_canleave"))
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89 // make the camera smoothly lower itself when we get swallowed
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90 // 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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91 .float cameraeffect_current, cameraeffect_target;
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92 void Vore_CameraEffect_Set(entity e)
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94 e.cameraeffect_current = 1;
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95 e.cameraeffect_target = 2;
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97 void Vore_CameraEffect_Apply()
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99 if(self.predator.classname != "player")
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102 if(self.cvar_cl_vore_cameraspeed)
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105 step = self.cvar_cl_vore_cameraspeed * frametime;
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107 // not sure if these maths are good, as the effect should be smoother
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108 if(self.cameraeffect_current >= self.cameraeffect_target + step)
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109 self.cameraeffect_current -= step;
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110 else if(self.cameraeffect_current <= self.cameraeffect_target - step)
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111 self.cameraeffect_current += step;
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114 self.cameraeffect_current = self.cameraeffect_target;
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116 self.view_ofs_z = PL_VIEW_OFS_z / self.cameraeffect_current;
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119 .float gurgle_oldstomachload;
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120 void Vore_GurgleSound()
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122 if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)
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124 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);
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126 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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127 self.gurgle_oldstomachload = self.stomach_load;
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131 void Vore_WeightApply(entity e)
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133 // apply stomach weight that makes you heavier the more you eat
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134 // slowing the player is done in cl_physics.qc
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136 if(e.stomach_load != e.vore_oldstomachload)
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137 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);
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139 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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140 e.vore_oldstomachload = e.stomach_load;
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145 void Vore_Swallow(entity e)
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147 // this player is being swallowed by another player, apply the proper changes
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149 e.vore_oldmovetype = e.movetype;
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150 e.vore_oldsolid = e.solid;
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153 setorigin(e, e.predator.origin);
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154 e.velocity = '0 0 0';
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155 e.movetype = MOVETYPE_FOLLOW;
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156 e.solid = SOLID_NOT;
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157 e.alpha = -1; // best way of hiding the eaten player
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158 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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160 // drop keys (KH) and flags (CTF) when we get swallowed
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161 kh_Key_DropAll(e, FALSE);
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163 DropFlag(e.flagcarried, world, e.predator);
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165 Vore_CameraEffect_Set(e);
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167 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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168 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));
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170 if(teams_matter && e.team == e.predator.team)
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172 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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173 centerprint(e.predator, "^3You have swallowed a team mate, use caution!");
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176 PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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177 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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178 e.predator.punchangle_x -= e.predator.cvar_cl_vore_punchangle;
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179 e.predator.stomach_load += 1;
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180 e.predator.regurgitate_prepare = 0;
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181 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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182 Vore_WeightApply(e.predator);
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184 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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185 e.predator.weapon_delay = time + button_delay_time;
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186 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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187 e.system_delay = e.predator.system_delay = time + system_delay_time;
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190 void Vore_Regurgitate(entity e)
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192 // this player is being regurgitated by their predator, apply the proper changes
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194 e.movetype = e.vore_oldmovetype;
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195 if(e.health > 0) // leave SOLID_NOT for dead bodies
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196 e.solid = e.vore_oldsolid;
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197 e.view_ofs_z = PL_VIEW_OFS_z;
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198 e.alpha = default_player_alpha;
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200 // apply velocities
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201 local vector oldforward, oldright, oldup;
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202 oldforward = v_forward;
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203 oldright = v_right;
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205 makevectors(e.predator.v_angle);
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206 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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207 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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208 v_forward = oldforward;
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209 v_right = oldright;
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212 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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213 e.pushltime = time + cvar("g_maxpushtime");
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215 PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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216 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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217 pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);
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218 e.predator.punchangle_x += e.predator.cvar_cl_vore_punchangle;
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219 e.predator.stomach_load -= 1;
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220 e.predator.regurgitate_prepare = 0;
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221 e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");
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222 Vore_WeightApply(e.predator);
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224 // block firing for a small amount of time, or we'll be firing the next frame
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225 e.weapon_delay = time + button_delay_time;
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226 e.system_delay = e.predator.system_delay = time + system_delay_time;
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227 e.predator = world;
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230 void Vore_DeadPrey_Configure(entity e)
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232 // ran when the fulldigest feature is enabled and prey stays inside the stomach after dying
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234 if(e.fakepredator.classname == "player" || e.predator.classname != "player") // already configured
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237 // this entity is like e.predator but for dead prey, to avoid conflicts
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238 e.fakepredator = e.predator;
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240 // first release the prey from the predator, as dead prey needs to be attached differently
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241 // the predator's stomach load is also decreased, as dead prey doesn't count any more
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242 e.predator.stomach_load -= 1;
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243 Vore_WeightApply(e.predator);
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244 e.predator = world;
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246 // now put our dead prey inside the predator's stomach, but only as an effect
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247 e.movetype = MOVETYPE_FOLLOW;
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248 e.takedamage = DAMAGE_NO;
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249 e.solid = SOLID_NOT;
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250 e.aiment = e.fakepredator;
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252 // completely remove the dead body
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257 void Vore_DeadPrey_Detach(entity e)
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259 // ran when dead prey must be detached from the stomach (eg: they are respawning)
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260 // should only execute after Vore_DeadPrey_Configure has ran first
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262 if not(cvar("g_vore_fulldigest"))
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265 e.fakepredator = world;
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269 void Vore_PreyRelease(entity e)
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271 // if the fulldigest feature is on, don't spit a dead prey's carcass out
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272 if(e.health <= 0 && cvar("g_vore_fulldigest"))
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274 Vore_DeadPrey_Configure(e);
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276 // if fulldigest is enabled and the predator is dead or disconnected, detach the dead prey from him
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277 if(self.fakepredator.classname != "player" || self.fakepredator.deadflag != DEAD_NO)
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278 Vore_DeadPrey_Detach(self);
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281 Vore_Regurgitate(e);
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284 void Vore_Disconnect()
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286 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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288 // prey disconnects or goes spectating while inside someone's belly
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289 if(self.predator.classname == "player")
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290 Vore_PreyRelease(self);
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292 // pred disconnects or goes spectating with players in their belly
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293 else if(self.stomach_load > 0)
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296 FOR_EACH_PLAYER(head)
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298 if(head.predator == self)
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299 Vore_PreyRelease(head);
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301 Vore_GurgleSound(); // stop the gurgling sound
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304 self.stomach_load = self.gravity = 0; // prevents a bug
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307 .float digestion_step;
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310 // apply digestion to prey
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312 if(time > self.predator.digestion_step)
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314 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');
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315 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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316 self.predator.health += cvar("g_balance_vore_digestion_vampire");
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318 if (self.predator.digestsound_finished < time)
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320 PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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321 self.predator.digestsound_finished = time + 0.5;
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323 self.predator.digestion_step = time + steptime;
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326 if(self.health <= 0)
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327 if(stov(cvar_string("g_vore_regurgitatecolor_digest")))
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328 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));
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331 .float teamheal_step;
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332 void Vore_Teamheal()
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336 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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337 if(time > self.teamheal_step)
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339 self.health += cvar("g_balance_vore_teamheal");
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340 self.teamheal_step = time + steptime;
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344 .float stomachkick_delay;
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345 void Vore_StomachKick()
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347 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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349 if(time > self.stomachkick_delay)
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352 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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353 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));
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354 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);
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356 if(random() < cvar("g_balance_vore_kick_escapeprobability"))
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357 Vore_Regurgitate(self);
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359 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
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363 void Vore_StomachLeave()
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365 // allows players to get out of their predator at will in some circumstances, such as team mates
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367 if(Vore_CanLeave())
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368 Vore_Regurgitate(self);
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369 else if(time > self.complain_vore)
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371 play2(self, "misc/unavailable.wav");
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372 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
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373 self.complain_vore = time + complain_delay_time;
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379 // main vore code, this is where it all happens
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381 if(!cvar("g_vore")) // the vore system is disabled
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387 // wash the goo away from players once they leave the stomach
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388 if(self.predator.classname != "player")
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389 if(stov(cvar_string("g_vore_regurgitatecolor_release")))
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391 if(cvar("g_vore_regurgitatecolor_release_fade"))
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393 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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394 if(self.colormod_x > 1)
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395 self.colormod_x = 1;
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396 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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397 if(self.colormod_y > 1)
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398 self.colormod_y = 1;
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399 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;
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400 if(self.colormod_z > 1)
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401 self.colormod_z = 1;
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404 // set all vore related stats
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405 if(self.predator.classname == "player")
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407 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
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408 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
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409 self.stat_eaten = num_for_edict(self.predator);
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413 self.stat_stomachload = self.stomach_load;
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414 self.stat_digesting = self.digesting;
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415 self.stat_eaten = 0;
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417 self.stat_canleave = Vore_CanLeave();
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419 // don't allow a player inside a player inside another player :)
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420 // prevent this by checking if such has happened, and taking the proper measures
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421 // this code has a high priority and must not be stopped by any delay, so run it here
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422 if(self.predator.predator.classname == "player")
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424 entity target_predator, target_predator_predator, oldself;
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425 target_predator = self.predator;
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426 target_predator_predator = self.predator.predator;
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428 Vore_Regurgitate(self);
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430 // now steal our prey's prey if this probability applies
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431 if(random() < cvar("g_balance_vore_swallow_stealprey"))
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434 self = target_predator_predator;
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435 if(Swallow_condition_check(oldself))
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436 if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey
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437 if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it
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438 Vore_Swallow(oldself);
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443 // apply delays and skip the vore system under some circumstances
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444 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
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449 if(self.spectatee_status)
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451 if(time < self.system_delay)
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454 // --------------------------------
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455 // Code that addresses predators:
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456 // --------------------------------
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459 prey = Swallow_player_check();
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461 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
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462 if(self.BUTTON_ATCK)
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463 if(Swallow_condition_check(prey))
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464 Vore_Swallow(prey);
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466 // toggle digestion, if the player has someone in their stomach
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467 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
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469 if(self.stomach_load)
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471 if(time > self.digest_button_delay_time)
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473 self.digesting = !self.digesting;
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474 self.digest_button_delay_time = time + button_delay_time;
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477 else if(time > self.complain_vore)
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479 play2(self, "misc/unavailable.wav");
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480 sprint(self, "There is nothing to digest\n");
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481 self.complain_vore = time + complain_delay_time;
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484 if(!self.stomach_load || !cvar("g_vore_digestion"))
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485 self.digesting = FALSE;
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487 // predator wishes to regurgitate his prey
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488 if(self.BUTTON_REGURGITATE)
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490 if(self.stomach_load)
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492 if(time > self.regurgitate_button_delay_time)
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494 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
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495 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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496 self.regurgitate_button_delay_time = time + button_delay_time;
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499 else if(time > self.complain_vore)
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501 play2(self, "misc/unavailable.wav");
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502 sprint(self, "There is nothing to regurgitate\n");
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503 self.complain_vore = time + complain_delay_time;
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507 if(cvar("g_vore_gurglesound"))
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508 Vore_GurgleSound();
\r
510 // --------------------------------
\r
511 // Code that addresses the prey:
\r
512 // --------------------------------
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516 Vore_PreyRelease(self);
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520 if(self.predator.classname != "player")
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523 if(self.predator.deadflag)
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524 Vore_Regurgitate(self);
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525 else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))
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526 Vore_Regurgitate(self);
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528 // apply delayed regurgitating if it was scheduled
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529 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
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531 self.predator.regurgitate_prepare = 0;
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532 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
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533 Vore_Regurgitate(self);
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536 // execute digesting and team healing
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537 if(self.predator.digesting == TRUE)
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539 if(teams_matter && self.team == self.predator.team)
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540 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
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543 // execute prey commands
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544 if(self.BUTTON_ATCK && cvar("g_vore_kick"))
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545 Vore_StomachKick();
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546 if(self.BUTTON_JUMP)
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547 Vore_StomachLeave();
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549 Vore_CameraEffect_Apply();
\r