X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fvore.qc;h=9e71f036aab10161cda9e93cdc29c33647de87c6;hb=5b7cb9e2753bba21b4488c7bc78da0833dc35380;hp=c4480e4ddc54653a6b2f59486eeb9eaab1aa41dd;hpb=ba7b14361cf7fa744759cc41d694bb2dea61e3f3;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/vore.qc b/data/qcsrc/server/vore.qc index c4480e4d..9e71f036 100644 --- a/data/qcsrc/server/vore.qc +++ b/data/qcsrc/server/vore.qc @@ -139,9 +139,14 @@ void Vore_GurgleSound() { if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting)) { - GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE); + GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE); + + // yes, hard coded sound length. I know it's bad but what can I do? + if(cvar("g_healthsize") && cvar("g_healthsize_pitch")) + self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale + else + self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do? - self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do? self.gurgle_oldstomachload = self.stomach_load; } } @@ -152,10 +157,12 @@ void Vore_AutoDigest(entity e) if(!cvar("g_vore_digestion") || e.digesting) return; - if(clienttype(e) != CLIENTTYPE_REAL) - return; // this feature is only for players, not bots + if(g_rpg) + return; // RPG is choice based, so don't do things automatically there if(e.stomach_load) 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 + if(clienttype(e) != CLIENTTYPE_REAL) + return; // this feature is only for players, not bots if(Stomach_TeamMates_check(e)) return; // never begin automatic digestion if we've swallowed a team mate @@ -202,30 +209,30 @@ void Vore_StomachLoad_Apply() self.stomach_load = final_load; // apply weight - self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight"); + self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight"); if(!self.gravity && self.stomach_load) self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity } .entity swallow_model; -float Vore_SwallowModel_CustomizeEntityForClient() +float Vore_GulletModel_CustomizeEntityForClient() { // use the same system as the weapon model self.viewmodelforclient = self.owner; - self.alpha = self.owner.cvar_cl_vore_swallowmodel; + self.alpha = self.owner.cvar_cl_vore_gulletmodel; if(other.classname == "spectator") if(other.enemy == self.owner) { self.viewmodelforclient = other; - self.alpha = other.cvar_cl_vore_swallowmodel; + self.alpha = other.cvar_cl_vore_gulletmodel; } return TRUE; } -void Vore_SwallowModel_Think() +void Vore_GulletModel_Think() { // update the position of the swallow model to match our swallow progress float dist; @@ -246,7 +253,7 @@ void Vore_SwallowModel_Think() self.nextthink = time; } -void Vore_SwallowModel_Update(entity prey, entity pred) +void Vore_GulletModel_Update(entity prey, entity pred) { // if we don't have a swallow model already, spawn one if(!prey.swallow_model) @@ -257,16 +264,16 @@ void Vore_SwallowModel_Update(entity prey, entity pred) //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls prey.swallow_model.owner = prey; - prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient; - prey.swallow_model.think = Vore_SwallowModel_Think; + prey.swallow_model.customizeentityforclient = Vore_GulletModel_CustomizeEntityForClient; + prey.swallow_model.think = Vore_GulletModel_Think; prey.swallow_model.nextthink = time; } // properties that should update whenever possible, but when the predator is available - string player_swallowmodel; - player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length - if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active - setmodel(prey.swallow_model, player_swallowmodel); + string player_gulletmodel; + player_gulletmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_gullet.iqm"); // 4 is the extension length + if(prey.swallow_model.model != player_gulletmodel) // player model can be changed while the predator is active + setmodel(prey.swallow_model, player_gulletmodel); if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active prey.swallow_model.skin = pred.skin; if(cvar("g_healthsize")) @@ -292,10 +299,14 @@ void Vore_Swallow(entity e) e.predator = self; setorigin(e, e.predator.origin); e.velocity = '0 0 0'; + e.punchangle = '0 0 0'; e.movetype = MOVETYPE_FOLLOW; e.solid = SOLID_NOT; e.aiment = e.predator; // follow the predator, automatically unset when regurgitated + float scalediff; + scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect + // drop keys (KH) and flags (CTF) when we get swallowed kh_Key_DropAll(e, FALSE); if(e.flagcarried) @@ -314,7 +325,9 @@ void Vore_Swallow(entity e) PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating - e.predator.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle"); + e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff; + e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff; + e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff; e.predator.regurgitate_prepare = 0; e.predator.spawnshieldtime = 0; // lose spawn shield when we vore e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them @@ -329,24 +342,46 @@ void Vore_Swallow(entity e) void Vore_SwallowStep(entity e) { - if(!cvar("g_balance_vore_swallow_speed_fill")) + if(!cvar("g_balance_vore_swallow_speed_fill_player")) { Vore_Swallow(e); return; } - Vore_SwallowModel_Update(e, self); + // when the predator starts swallowing, play his grab sound + if(!self.swallow_progress_pred) + PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND); + + // apply prey orientation + if(cvar("g_balance_vore_swallow_prey_orient")) + { + e.punchangle = self.angles - e.angles; + e.punchangle_speed = cvar("g_balance_vore_swallow_prey_orient_speed") * (1 - e.swallow_progress_prey); + } + + Vore_GulletModel_Update(e, self); // increase the progress value until it reaches 1, then swallow the player if(e.swallow_progress_prey < 1) { float fill; - fill = cvar("g_balance_vore_swallow_speed_fill") * frametime; - if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size - fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff")); + fill = cvar("g_balance_vore_swallow_speed_fill_player") * frametime; + if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff_player")) // fill rate depends on predator size compared to prey size + fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_player")); if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1))); + // skill-based speed offset for bots + if(skill && cvar("skill_offset")) + { + float ofs; + ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset")); + if(clienttype(self) == CLIENTTYPE_BOT) + fill *= ofs; + if(clienttype(e) == CLIENTTYPE_BOT) + fill /= ofs; + } + e.swallow_progress_prey += fill; } else @@ -370,6 +405,7 @@ void Vore_Regurgitate(entity e) e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector"); // if the prey has been fully digested, silently detach them + if(cvar("g_balance_vore_regurgitate_death_silent")) if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit")) { e.predator = world; @@ -377,22 +413,32 @@ void Vore_Regurgitate(entity e) return; } + float scalediff; + scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect + // apply velocities makevectors(e.predator.v_angle); - e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force"); - e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce"); + e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff; + e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff; e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits e.pushltime = time + cvar("g_maxpushtime"); + // apply prey orientation + if(cvar("g_balance_vore_swallow_prey_orient")) + { + e.punchangle = e.predator.angles - e.angles; + e.punchangle_speed = cvar("g_balance_vore_swallow_prey_orient_speed") * (1 - e.swallow_progress_prey); + } + // if the dead body of the prey is below gibbing health, gib it e.stat_eaten = 0; // necessary for gibs to show PlayerGib(e, e.predator); // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable - if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress")) + if(cvar("g_balance_vore_swallow_speed_fill_player") && cvar("g_balance_vore_regurgitate_swallowprogress")) { e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress"); - Vore_SwallowModel_Update(e, e.predator); + Vore_GulletModel_Update(e, e.predator); } // apply regurgitation damage to the predator @@ -407,8 +453,10 @@ void Vore_Regurgitate(entity e) PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND); setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating - pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1); - e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle"); + pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER)); + e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff; + e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff; + e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff; e.predator.regurgitate_prepare = 0; e.predator.action_delay = time + cvar("g_balance_vore_action_delay"); Vore_SetPreyPositions(e.predator); @@ -419,9 +467,10 @@ void Vore_Regurgitate(entity e) e.predator = world; } -void Vore_Disconnect() +void Vore_Disconnect(float consumables) { // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances + entity e; // prey disconnects or goes spectating while inside someone's belly if(self.stat_eaten) @@ -434,6 +483,15 @@ void Vore_Disconnect() if(head.predator == self) Vore_Regurgitate(head); } + // remove consumable items when we disconnect + if(consumables) + { + for(e = world; (e = find(e, classname, "consumable")); ) + { + if(e.predator == self) + Item_Consumable_Remove(e, TRUE); + } + } self.stomach_load = self.gravity = 0; // prevents a bug Vore_GurgleSound(); // stop the gurgling sound @@ -513,27 +571,38 @@ void Vore_StomachKick() if(self.deadflag != DEAD_NO) return; + float scalediff; + scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); + if(time > self.stomachkick_delay && !self.kick_pressed) { - float damage, vol; + float damage, vol, pitch; vector force; damage = cvar("g_balance_vore_kick_damage"); force = v_forward * cvar("g_balance_vore_kick_force"); vol = VOL_BASE; + // modified sound pitch, based on player scale + if(cvar("g_healthsize") && cvar("g_healthsize_pitch")) + pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch")); + // apply player scale to the damage / force of the kick if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff")) { - damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); - force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); - vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale + damage *= scalediff; + force *= scalediff; + vol *= scalediff; // kick sound volume based on the same scale } vol = bound(0, vol, 1); Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force); - sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM); - self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle"); - self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle"); + sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0); + self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff; + self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff; + self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff; + self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff; + self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff; + self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff; // abort the predator's scheduled regurgitation if(random() < cvar("g_balance_vore_kick_cutregurgitate")) @@ -641,7 +710,6 @@ void Vore_SetSbarRings() } .float regurgitatecolor_particles_tick; -.float grabsound; void Vore() { // main vore code, this is where it all happens @@ -676,7 +744,7 @@ void Vore() if(cvar("g_vore_regurgitatecolor_particles")) if(self.regurgitatecolor_particles_tick < time) { - pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1); + pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', floor((cvar("g_healthsize") ? self.scale : 1) * PARTICLE_MULTIPLIER)); self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is } } @@ -710,15 +778,17 @@ void Vore() { if(self.swallow_progress_pred) { - self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime; - if(self.swallow_progress_pred < 0) - self.swallow_progress_pred = 0; + float speed = cvar("g_balance_vore_swallow_speed_decrease"); + if(cvar("g_balance_vore_swallow_speed_decrease_even")) + speed += self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_decrease_even"); + self.swallow_progress_pred = max(0, self.swallow_progress_pred - speed * frametime); } if(self.swallow_progress_prey) { - self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime; - if(self.swallow_progress_prey < 0) - self.swallow_progress_prey = 0; + float speed = cvar("g_balance_vore_swallow_speed_decrease"); + if(cvar("g_balance_vore_swallow_speed_decrease_even")) + speed += self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_decrease_even"); + self.swallow_progress_prey = max(0, self.swallow_progress_prey - cvar("g_balance_vore_swallow_speed_decrease") * frametime); } } @@ -728,12 +798,12 @@ void Vore() // apply delays and skip the vore system under some circumstances if(!cvar("g_vore")) // the vore system is disabled { - Vore_Disconnect(); + Vore_Disconnect(TRUE); return; } if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins { - Vore_Disconnect(); + Vore_Disconnect(FALSE); return; } if(self.spectatee_status) @@ -759,18 +829,7 @@ void Vore() self.stat_canswallow = 1; if(self.BUTTON_ATCK) - { Vore_SwallowStep(prey); - - // when the predator starts swallowing, play the grab sound - if(!self.grabsound) - { - PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND); - self.grabsound = TRUE; - } - } - else if(self.grabsound) - self.grabsound = FALSE; // clear the grab sound } else if(prey != world) self.stat_canswallow = -1; @@ -798,6 +857,7 @@ void Vore() // predator wishes to regurgitate his prey if(self.BUTTON_REGURGITATE && time > self.action_delay) + if(!self.regurgitate_prepare) { if(self.stomach_load) { @@ -870,9 +930,8 @@ void Vore() // apply delayed regurgitating if it was scheduled if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare) { - self.predator.regurgitate_prepare = 0; - self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach Vore_Regurgitate(self); + self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach } // execute digesting and team healing @@ -899,4 +958,4 @@ void Vore() // always position camera at the center of the stomach, to reduce probability of the view poking out self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale; -} \ No newline at end of file +}