return FALSE;\r
}\r
\r
+float Stomach_HasLivePrey(entity pred)\r
+{\r
+ entity head;\r
+ FOR_EACH_PLAYER(head)\r
+ {\r
+ if(head.predator == pred)\r
+ if(head.deadflag == DEAD_NO)\r
+ return TRUE;\r
+ }\r
+ return FALSE;\r
+}\r
+\r
float Vore_CanLeave()\r
{\r
if(self.stat_eaten)\r
// pred is the predator and head is the prey\r
\r
local entity head;\r
- local vector origin_apply;\r
\r
// In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
// else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
{\r
if(head.predator == pred)\r
{\r
- origin_apply_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
- origin_apply_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
- origin_apply_z = PL_PREY_VIEW_OFS_z;\r
-\r
// since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
- head.view_ofs = origin_apply;\r
- head.view_ofs_z *= pred.scale; // stomach center depends on predator scale\r
-\r
- // change prey height based on scale\r
- float prey_height;\r
- prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
- head.view_ofs_z += prey_height;\r
+ head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
+ head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
}\r
}\r
}\r
{\r
// apply stomach weight that makes you heavier and larger the more you eat\r
// slowing the player is done in cl_physics.qc\r
+ if(self.classname != "player")\r
+ return;\r
\r
entity e;\r
float prey_mass;\r
self.stomach_load += floor(prey_mass);\r
}\r
}\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ if(e.predator == self)\r
+ self.stomach_load += floor(self.dmg);\r
+ }\r
\r
// apply weight\r
self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
\r
e.vore_oldmovetype = e.movetype;\r
e.vore_oldsolid = e.solid;\r
+ e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
\r
e.predator = self;\r
setorigin(e, e.predator.origin);\r
\r
PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
+ e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
if(e.health > 0) // leave SOLID_NOT for dead bodies\r
e.solid = e.vore_oldsolid;\r
e.view_ofs_z = PL_VIEW_OFS_z;\r
+ e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
+\r
+ // if the prey has been fully digested, silently detach them\r
+ if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
+ {\r
+ e.predator = world;\r
+ e.modelindex = 0; // hide the dead body\r
+ return;\r
+ }\r
\r
// apply velocities\r
local vector oldforward, oldright, oldup;\r
e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
+ // if the dead body of the prey is below gibbing health, gib it\r
+ e.stat_eaten = 0; // necessary for gibs to show\r
+ PlayerGib(e, e.predator);\r
+\r
// regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
{\r
regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
if(cvar("g_healthsize"))\r
regurgitate_dmg *= e.scale / e.predator.scale;\r
- Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
+ Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
}\r
\r
PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
- e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
+ e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle");\r
e.predator.regurgitate_prepare = 0;\r
e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
Vore_SetPreyPositions(e.predator);\r
{\r
// apply digestion to prey\r
\r
+ if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
+ {\r
+ self.predator.digesting = FALSE;\r
+ return;\r
+ }\r
+ if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
+ return;\r
+\r
if(time > self.digestion_step)\r
{\r
// if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
- float vore_offset;\r
- vore_offset = 1;\r
+ float damage, damage_offset;\r
+\r
+ damage_offset = 1;\r
if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
- vore_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
+ damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
- vore_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
- vore_offset = ceil(vore_offset);\r
+ damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
+ damage_offset = ceil(damage_offset);\r
\r
- float damage;\r
- damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\r
+ damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
+ if(cvar("g_balance_vore_digestion_damage_death") && self.deadflag != DEAD_NO) // amplify digestion damage for dead prey\r
+ damage *= cvar("g_balance_vore_digestion_damage_death");\r
\r
Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
+ self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
\r
if (self.predator.digestsound_finished < time)\r
{\r
{\r
// apply teamheal\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
if(time > self.teamheal_step)\r
{\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
if(time > self.stomachkick_delay && !self.kick_pressed)\r
{\r
float damage, vol;\r
{\r
// allows players to get out of their predator at will in some circumstances, such as team mates\r
\r
+ if(self.deadflag != DEAD_NO)\r
+ return;\r
+\r
if(Vore_CanLeave())\r
Vore_Regurgitate(self);\r
else if(time > self.complain_vore)\r
float taunt_time;\r
\r
// predator taunts\r
- if(self.stomach_load && !Stomach_TeamMates_check(self))\r
+ if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
{\r
if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
{\r
}\r
\r
// prey taunts\r
- if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
+ if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
{\r
if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
{\r
if(!self.stat_eaten)\r
return;\r
\r
- if(self.deadflag != DEAD_NO) // we're dead, do what we must\r
+ if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
+ self.health = cvar("g_balance_vore_digestion_limit");\r
+\r
+ // automatically regurgitate prey that has reached their digestion limit\r
+ if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
+ if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
{\r
Vore_Regurgitate(self);\r
return;\r
}\r
\r
- if(self.predator.deadflag != DEAD_NO) // do we want to be in a dead furry x_x\r
+ // do we stick around inside dead furries? x_x\r
+ if(self.predator.deadflag != DEAD_NO)\r
{\r
- Vore_Regurgitate(self);\r
- return;\r
+ if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
+ {\r
+ Vore_Regurgitate(self);\r
+ return;\r
+ }\r
+ if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
+ self.predator.regurgitate_prepare = 0;\r
}\r
+\r
if(self.predator.stomach_load > self.predator.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
{\r
Vore_Regurgitate(self);\r
// Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
// (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
kh_Key_DropAll(self, FALSE);\r
+\r
+ // always position camera at the center of the stomach, to reduce probability of the view poking out\r
+ self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
}
\ No newline at end of file