]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/vore.qc
Make prey pop out of the predator if the pred becomes beyond his capacity
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
index f3967b45ec7d257597205df900c05c3feb2d1e86..617fd02a907c90d39e1fa8af45c4a7777148998c 100644 (file)
@@ -1,7 +1,7 @@
 .float regurgitate_prepare;\r
 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
 .float complain_vore;\r
-.float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
+.float vore_oldmovetype, vore_oldsolid;\r
 \r
 const float system_delay_time = 0.1;\r
 const float complain_delay_time = 1;\r
@@ -16,12 +16,16 @@ entity Swallow_player_check()
        vector vore_w_shotorg, vore_w_shotdir;\r
 \r
        swallow_range = cvar("g_balance_vore_swallow_range");\r
-       if(self.scale) // we can swallow from further or closer based on our size\r
+       if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
                swallow_range *= self.scale;\r
+       makevectors(self.angles);\r
        vore_w_shotorg = self.origin;\r
        vore_w_shotdir = v_forward;\r
 \r
-       WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
+       if(self.antilag_debug)\r
+               WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
+       else\r
+               WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
        if(trace_fraction < 1)\r
        if(trace_ent.classname == "player")\r
                return trace_ent;\r
@@ -36,15 +40,19 @@ float Swallow_condition_check(entity prey)
        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
        if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
        if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
-       if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
        {\r
+               float prey_mass;\r
+               prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+               if(cvar("g_healthsize"))\r
+                       prey_mass *= prey.scale;\r
+\r
                string swallow_complain;\r
                if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
                        swallow_complain = "You cannot swallow your team mates\n";\r
                else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
                        swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
-               else if(self.stomach_load >= g_balance_vore_swallow_limit)\r
-                       swallow_complain = strcat("You cannot swallow more than ^2", ftos(g_balance_vore_swallow_limit), "^7 players at a time\n");\r
+               else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
+                       swallow_complain = "You don't have any more room to swallow this player.\n";\r
                else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
                        swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
                else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
@@ -96,65 +104,31 @@ float Vore_CanLeave()
 }\r
 \r
 // position the camera properly for prey\r
-void Vore_SetPreyPositions()\r
+void Vore_SetPreyPositions(entity pred)\r
 {\r
-       // self is the predator and head is the prey\r
+       // pred is the predator and head is the prey\r
 \r
        local entity head;\r
        local vector origin_apply;\r
-       local float position_counter;\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 run a loop on all players in the same stomach.\r
-       // For each player, the origin is updated, then a new origin is used for the next player.\r
-       // This requires that no more than 9 players may be in the stomach at a time!\r
+       // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
        FOR_EACH_PLAYER(head)\r
        {\r
-               if(head.predator == self)\r
+               if(head.predator == pred)\r
                {\r
-                       switch(position_counter)\r
-                       {\r
-                               case 0:\r
-                                       origin_apply = '0 0 0'; // first occupant sits in the middle\r
-                                       break;\r
-                               case 1:\r
-                                       origin_apply = '1 0 0'; // second occupant sits in the front\r
-                                       break;\r
-                               case 2:\r
-                                       origin_apply = '-1 0 0'; // third occupant sits in the back\r
-                                       break;\r
-                               case 3:\r
-                                       origin_apply = '0 1 0'; // fourth occupant sits in the right\r
-                                       break;\r
-                               case 4:\r
-                                       origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
-                                       break;\r
-                               case 5:\r
-                                       origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
-                                       break;\r
-                               case 6:\r
-                                       origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
-                                       break;\r
-                               case 7:\r
-                                       origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
-                                       break;\r
-                               case 8:\r
-                                       origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
-                                       break;\r
-                               default:\r
-                                       break;\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 = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
-                       head.view_ofs_z *= self.scale; // stomach center depends on predator scale\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 - self.scale) * cvar("g_healthsize_vore_pos");\r
+                               prey_height = (head.scale - pred.scale) * cvar("g_healthsize_vore_pos");\r
                        head.view_ofs_z += prey_height;\r
-\r
-                       position_counter += 1;\r
                }\r
        }\r
 }\r
@@ -171,16 +145,36 @@ void Vore_GurgleSound()
        }\r
 }\r
 \r
-void Vore_WeightApply(entity e)\r
+void Vore_StomachLoad_Apply()\r
 {\r
-       // apply stomach weight that makes you heavier the more you eat\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
 \r
-       if(e.stomach_load != e.vore_oldstomachload)\r
-               e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
-       if(e.gravity == 0)\r
-               e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
-       e.vore_oldstomachload = e.stomach_load;\r
+       entity e;\r
+       float prey_mass;\r
+\r
+       // apply the stomach capacity of the predator\r
+       self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
+       if(cvar("g_healthsize"))\r
+               self.stomach_maxload *= self.scale;\r
+       self.stomach_maxload = floor(self.stomach_maxload);\r
+\r
+       self.stomach_load = 0; // start from zero\r
+       FOR_EACH_PLAYER(e)\r
+       {\r
+               if(e.predator == self && e.classname == "player")\r
+               {\r
+                       prey_mass = cvar("g_balance_vore_load_prey_mass");\r
+                       if(cvar("g_healthsize"))\r
+                               prey_mass *= e.scale;\r
+                       self.stomach_load += floor(prey_mass);\r
+               }\r
+       }\r
+\r
+       // apply weight\r
+       self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
+       if(!self.gravity && self.stomach_load)\r
+               self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
 }\r
 \r
 void Vore_AutoDigest(entity e)\r
@@ -199,6 +193,78 @@ void Vore_AutoDigest(entity e)
        e.digesting = TRUE;\r
 }\r
 \r
+.entity swallow_model;\r
+float Vore_SwallowModel_CustomizeEntityForClient()\r
+{\r
+       // use the same system as the weapon model\r
+\r
+       self.viewmodelforclient = self.owner;\r
+       self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
+\r
+       if(other.classname == "spectator")\r
+       if(other.enemy == self.owner)\r
+       {\r
+               self.viewmodelforclient = other;\r
+               self.alpha = other.cvar_cl_vore_swallowmodel;\r
+       }\r
+\r
+       return TRUE;\r
+}\r
+\r
+void Vore_SwallowModel_Think()\r
+{\r
+       // update the position of the swallow model to match our swallow progress\r
+       float dist;\r
+       dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
+       if(cvar("g_healthsize"))\r
+               dist *= self.scale;\r
+       self.view_ofs = '1 0 0' * dist;\r
+\r
+       // if our swallow progress is gone or we are dead, the swallow model also goes away\r
+       if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
+       {\r
+               remove(self.owner.swallow_model);\r
+               self.owner.swallow_model = world;\r
+               return;\r
+       }\r
+\r
+       // properties that should update whenever possible, but when the predator is not available\r
+       self.nextthink = time;\r
+}\r
+\r
+void Vore_SwallowModel_Update(entity prey, entity pred)\r
+{\r
+       // if we don't have a swallow model already, spawn one\r
+       if(!prey.swallow_model)\r
+       {\r
+               prey.swallow_model = spawn();\r
+               prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
+               prey.swallow_model.solid = SOLID_NOT;\r
+               //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
+               prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
+               prey.swallow_model.owner = prey;\r
+               prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
+               prey.swallow_model.think = Vore_SwallowModel_Think;\r
+               prey.swallow_model.nextthink = time;\r
+       }\r
+\r
+       // properties that should update whenever possible, but when the predator is available\r
+       string player_swallowmodel;\r
+       player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
+       if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
+               setmodel(prey.swallow_model, player_swallowmodel);\r
+       if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
+               prey.swallow_model.skin = pred.skin;\r
+       if(cvar("g_healthsize"))\r
+               prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
+       if(prey.swallow_model.enemy != pred)\r
+               prey.swallow_model.enemy = pred; // enemy is the predator\r
+       if(prey.swallow_model.colormap != pred.colormap)\r
+               prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
+       if(prey.swallow_model.glowmod != pred.glowmod)\r
+               prey.swallow_model.glowmod = pred.glowmod; // glow color\r
+}\r
+\r
 .entity pusher;\r
 .float pushltime;\r
 void Vore_Swallow(entity e)\r
@@ -234,11 +300,11 @@ void Vore_Swallow(entity e)
        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.stomach_load += 1;\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
-       Vore_WeightApply(e.predator);\r
+       e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
        Vore_AutoDigest(e.predator);\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
        e.predator.weapon_delay = time + button_delay_time;\r
@@ -255,13 +321,17 @@ void Vore_SwallowStep(entity e)
                return;\r
        }\r
 \r
+       Vore_SwallowModel_Update(e, self);\r
+\r
        // increase the progress value until it reaches 1, then swallow the player\r
        if(e.swallow_progress_prey < 1)\r
        {\r
                float fill;\r
                fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
-               if(cvar("g_balance_vore_swallow_speed_fill_playerscale")) // fill rate depends on predator size compared to prey size\r
-                       fill *= (self.scale / e.scale);\r
+               if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
+                       fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
+               if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
+                       fill /= e.stomach_load;\r
 \r
                e.swallow_progress_prey += fill;\r
        }\r
@@ -300,17 +370,29 @@ void Vore_Regurgitate(entity e)
        e.pushltime = time + cvar("g_maxpushtime");\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"))\r
+       if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
+       {\r
                e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
+               Vore_SwallowModel_Update(e, e.predator);\r
+       }\r
+\r
+       // apply regurgitation damage to the predator\r
+       if(cvar("g_balance_vore_regurgitate_damage"))\r
+       {\r
+               float regurgitate_dmg;\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
+       }\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("regurgitate"), e.predator.origin, '0 0 0', 1);\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.stomach_load -= 1;\r
        e.predator.regurgitate_prepare = 0;\r
        e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
-       Vore_WeightApply(e.predator);\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // block firing for a small amount of time, or we'll be firing the next frame\r
        e.weapon_delay = time + button_delay_time;\r
@@ -328,11 +410,10 @@ void Vore_DeadPrey_Configure(entity e)
        // this entity is like e.predator but for dead prey, to avoid conflicts\r
        e.fakepredator = e.predator;\r
        e.fakeprey = TRUE;\r
+       Vore_SetPreyPositions(e.predator);\r
 \r
        // first release the prey from the predator, as dead prey needs to be attached differently\r
        // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
-       e.predator.stomach_load -= 1;\r
-       Vore_WeightApply(e.predator);\r
        e.predator = world;\r
 \r
        // now put our dead prey inside the predator's stomach, but only as an effect\r
@@ -403,23 +484,21 @@ void Vore_Digest()
 \r
        if(time > self.digestion_step)\r
        {\r
-               // if distributed digestion is enabled, reduce digestion strength by the number of prey in our stomach\r
-               float reduce;\r
-               if(cvar("g_balance_vore_digestion_distribute"))\r
-                       reduce = self.predator.stomach_load;\r
-               else\r
-                       reduce = 1;\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
+               if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
+                       vore_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
 \r
                float damage;\r
-               damage = cvar("g_balance_vore_digestion_damage") / reduce;\r
-\r
-               // apply player scale to digestion damage\r
-               if(cvar("g_balance_vore_digestion_playerscale"))\r
-                       damage *= (self.predator.scale / self.scale);\r
+               damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\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") / reduce;\r
+                       self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
 \r
                if (self.predator.digestsound_finished < time)\r
                {\r
@@ -454,26 +533,30 @@ void Vore_Teamheal()
        }\r
 }\r
 \r
+.float kick_pressed;\r
 void Vore_StomachKick()\r
 {\r
        // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
 \r
-       if(time > self.stomachkick_delay)\r
+       if(time > self.stomachkick_delay && !self.kick_pressed)\r
        {\r
-               float damage;\r
+               float damage, vol;\r
                vector force;\r
-               damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
+               damage = cvar("g_balance_vore_kick_damage");\r
                force = v_forward * cvar("g_balance_vore_kick_force");\r
+               vol = VOL_BASE;\r
 \r
                // apply player scale to the damage / force of the kick\r
-               if(cvar("g_balance_vore_kick_playerscale"))\r
+               if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
                {\r
-                       damage *= (self.scale / self.predator.scale);\r
-                       force *= (self.scale / self.predator.scale);\r
+                       damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+                       force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
+                       vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
                }\r
+               vol = bound(0, vol, 1);\r
 \r
                Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
-               sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), VOL_BASE, ATTN_NORM);\r
+               sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
                self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
                self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
 \r
@@ -482,6 +565,9 @@ void Vore_StomachKick()
                        self.predator.regurgitate_prepare = 0;\r
 \r
                self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
+               if(cvar("g_balance_vore_kick_repress"))\r
+               if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
+                       self.kick_pressed = TRUE;\r
        }\r
 }\r
 \r
@@ -580,12 +666,6 @@ void Vore()
 {\r
        // main vore code, this is where it all happens\r
 \r
-       if(!cvar("g_vore")) // the vore system is disabled\r
-       {\r
-               Vore_Disconnect();\r
-               return;\r
-       }\r
-\r
        Vore_AutoTaunt();\r
 \r
        // wash the goo away from players once they leave the stomach\r
@@ -612,12 +692,14 @@ void Vore()
        else if(self.predator.classname == "player")\r
        {\r
                self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
+               self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
                self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
                self.stat_eaten = num_for_edict(self.predator);\r
        }\r
        else\r
        {\r
                self.stat_stomachload = self.stomach_load;\r
+               self.stat_stomachmaxload = self.stomach_maxload;\r
                self.stat_digesting = self.digesting;\r
                self.stat_eaten = 0;\r
        }\r
@@ -665,6 +747,11 @@ void Vore()
        }\r
 \r
        // apply delays and skip the vore system under some circumstances\r
+       if(!cvar("g_vore")) // the vore system is disabled\r
+       {\r
+               Vore_Disconnect();\r
+               return;\r
+       }\r
        if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
        {\r
                Vore_Disconnect();\r
@@ -682,6 +769,9 @@ void Vore()
        entity prey;\r
        prey = Swallow_player_check();\r
 \r
+       // set the predator's stomach load and capacity\r
+       Vore_StomachLoad_Apply();\r
+\r
        // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
        self.stat_canswallow = 0;\r
        if(Swallow_condition_check(prey))\r
@@ -728,6 +818,7 @@ void Vore()
                        {\r
                                self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
                                PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
+                               setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
                                self.regurgitate_button_delay_time = time + button_delay_time;\r
                        }\r
                }\r
@@ -746,26 +837,33 @@ void Vore()
 // Code that addresses the prey:\r
 // --------------------------------\r
 \r
-       Vore_SetPreyPositions();\r
-\r
-       // keepdeadprey - detach dead prey if their predator died or got swallowed\r
-       if(self.fakeprey)\r
-       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
-               Vore_DeadPrey_Detach(self);\r
-\r
        if(!self.stat_eaten)\r
                return;\r
 \r
-       if(self.deadflag != DEAD_NO)\r
+       if(self.deadflag != DEAD_NO) // we're dead, do what we must\r
        {\r
                Vore_PreyRelease(self, FALSE);\r
                return;\r
        }\r
 \r
-       if(self.predator.deadflag != DEAD_NO)\r
+       if(self.fakeprey) // detach dead prey if their predator died or got eaten\r
+       if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
+               Vore_DeadPrey_Detach(self);\r
+       if(self.predator.deadflag != DEAD_NO) // do we want to be in a dead furry x_x\r
+       {\r
                Vore_Regurgitate(self);\r
-       else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
+               return;\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
+               return;\r
+       }\r
+       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
+       {\r
+               Vore_Regurgitate(self);\r
+               return;\r
+       }\r
 \r
        // apply delayed regurgitating if it was scheduled\r
        if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
@@ -783,8 +881,13 @@ void Vore()
                Vore_Teamheal();\r
 \r
        // execute prey commands\r
-       if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
-               Vore_StomachKick();\r
+       if(self.BUTTON_ATCK)\r
+       {\r
+               if(cvar("g_vore_kick"))\r
+                       Vore_StomachKick();\r
+       }\r
+       else\r
+               self.kick_pressed = FALSE;\r
        if(self.BUTTON_JUMP)\r
                Vore_StomachLeave();\r
 \r