#define BUTTON_ATCK2 button3\r
#define BUTTON_ZOOM button4\r
#define BUTTON_CROUCH button5\r
-#define BUTTON_GRABBER button6\r
+#define BUTTON_JETPACK button6\r
#define BUTTON_INFO button7\r
#define BUTTON_CHAT buttonchat\r
#define BUTTON_USE buttonuse\r
\r
float ctf_score_value(string parameter);\r
\r
-float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts;\r
+float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts, g_rpg;\r
float g_cloaked, g_footsteps, g_jump_grunt, g_midair, g_norecoil, g_vampire, g_bloodloss;\r
float g_warmup_limit;\r
float g_warmup_allguns;\r
\r
// Vore functions\r
\r
-.entity eater;\r
+.entity predator;\r
+.entity fakepredator;\r
.float digesting;\r
.float stomach_load;\r
.float weapon_delay;\r
-.float stat_eaten;\r
+.float fakeprey;\r
+.float stat_eaten, stat_stomachload, stat_digesting, stat_canleave;\r
\r
// Fields\r
\r
.float killcount;\r
.float hitsound, typehitsound;\r
\r
-.float watersound_finished;\r
-.float digestsound_finished;\r
+.float watersound_finished, digestsound_finished, gurglesound_finished;\r
.float iscreature;\r
.vector oldvelocity;\r
\r
-.float pauseregen_finished;\r
+.float pauseregenhealth_finished;\r
.float pauserothealth_finished;\r
+.float pauseregenarmor_finished;\r
.float pauserotarmor_finished;\r
.float pauserotfuel_finished;\r
.string item_pickupsound;\r
.float welcomemessage_time;\r
.float version;\r
\r
-// minstagib vars\r
-.float jump_interval; // laser refire\r
-\r
//swamp\r
.float in_swamp; // bool\r
.entity swampslug; // Uses this to release from swamp ("untouch" fix)\r
#endif\r
.float cvar_cl_gunalign;\r
.float cvar_cl_noantilag;\r
+.float cvar_cl_vore_stomachmodel;\r
+.float cvar_cl_vore_cameraspeed;\r
+.float cvar_cl_vore_punchangle;\r
+.float cvar_cl_vore_autodigest;\r
.float cvar_chase_active;\r
\r
void Announce(string snd);\r
// TODO implemented fall and falling\r
#define ALLPLAYERSOUNDS \\r
_VOICEMSG(death) \\r
+ _VOICEMSG(fall) \\r
_VOICEMSG(drown) \\r
_VOICEMSG(gasp) \\r
_VOICEMSG(swallow) \\r
+ _VOICEMSG(digest) \\r
_VOICEMSG(regurgitate) \\r
_VOICEMSG(regurgitate_prepare) \\r
_VOICEMSG(gurgle) \\r
#define VOICETYPE_TAUNT 15\r
#define VOICETYPE_GURGLE 16\r
\r
+#define TAUNTTYPE_DEATH 1\r
+#define TAUNTTYPE_VORE 2\r
+\r
void PrecachePlayerSounds(string f);\r
void PrecacheGlobalSound(string samplestring);\r
void UpdatePlayerSounds();\r
\r
// autotaunt system\r
.float cvar_cl_autotaunt;\r
+.float cvar_cl_autotaunt_repeat;\r
.float cvar_cl_voice_directional;\r
.float cvar_cl_voice_directional_taunt_attenuation;\r
\r
vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot\r
.float stat_allow_oldnexbeam;\r
\r
-// reset to 0 on weapon switch\r
-// may be useful to all weapons\r
-.float bulletcounter;\r
-\r
void target_voicescript_next(entity pl);\r
void target_voicescript_clear(entity pl);\r
\r
.float hitplotfh;\r
.string noise4;\r
\r
+.float last_pickup;\r
+\r
.float stat_hit;\r
.float stat_fired;\r
.float stat_count;\r
float client_cefc_accumulatortime;\r
#endif\r
\r
-.float campingrifle_bulletcounter;\r
-\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r