]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/vore.qc
Merge branch 'master' into mirceakitsune/macro_walk_effects
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
2 .float complain_vore;\r
3 .float vore_oldmovetype, vore_oldsolid;\r
4 \r
5 const float system_delay_time = 0.1;\r
6 const float complain_delay_time = 1;\r
7 const float button_delay_time = 0.5;\r
8 \r
9 entity Swallow_player_check()\r
10 {\r
11         // check if we can swallow a player instead of firing our weapon\r
12 \r
13         float swallow_range;\r
14         vector vore_w_shotorg, vore_w_shotdir;\r
15 \r
16         swallow_range = cvar("g_balance_vore_swallow_range");\r
17         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
18                 swallow_range *= self.scale;\r
19         makevectors(self.angles);\r
20         vore_w_shotorg = self.origin;\r
21         vore_w_shotdir = v_forward;\r
22 \r
23         if(self.antilag_debug)\r
24                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
25         else\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
27         if(trace_fraction < 1)\r
28         if(trace_ent.classname == "player")\r
29                 return trace_ent;\r
30         return world;\r
31 }\r
32 \r
33 float Swallow_condition_check(entity prey)\r
34 {\r
35         // checks the necessary conditions for swallowing a player\r
36 \r
37         if(prey != self)\r
38         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
39         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
40         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
41         {\r
42                 float prey_mass;\r
43                 prey_mass = cvar("g_balance_vore_load_prey_mass");\r
44                 if(cvar("g_healthsize"))\r
45                         prey_mass *= prey.scale;\r
46 \r
47                 string swallow_complain;\r
48                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
49                         swallow_complain = "You cannot swallow your team mates\n";\r
50                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
51                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
52                 else if(self.stomach_load + prey_mass > self.stomach_maxload)\r
53                         swallow_complain = strcat("You don't have any room to swallow this player. Their mass is ^3", ftos(prey_mass), "^7 and your remaining capacity is ^3", ftos(self.stomach_maxload - self.stomach_load), "\n");\r
54                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
55                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
56                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
57                         swallow_complain = "You cannot swallow someone larger than you\n";\r
58 \r
59                 if(swallow_complain != "")\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, swallow_complain);\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69                 return TRUE;\r
70         }\r
71         return FALSE;\r
72 }\r
73 \r
74 float Stomach_TeamMates_check(entity pred)\r
75 {\r
76         // checks if a player's stomach contains any team mates\r
77 \r
78         entity head;\r
79         if(teams_matter)\r
80         {\r
81                 FOR_EACH_PLAYER(head)\r
82                 {\r
83                         if(head.predator == pred && head.team == pred.team)\r
84                                 return TRUE;\r
85                 }\r
86         }\r
87         return FALSE;\r
88 }\r
89 \r
90 float Stomach_HasLivePrey(entity pred)\r
91 {\r
92         entity head;\r
93         FOR_EACH_PLAYER(head)\r
94         {\r
95                 if(head.predator == pred)\r
96                 if(head.deadflag == DEAD_NO)\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 float Vore_CanLeave()\r
103 {\r
104         if(self.stat_eaten)\r
105         {\r
106                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
107                         return TRUE;\r
108                 if(teams_matter && self.team == self.predator.team)\r
109                         return TRUE;\r
110                 if(g_rpg && cvar("g_rpg_canleave"))\r
111                         return TRUE;\r
112         }\r
113         return FALSE;\r
114 }\r
115 \r
116 // position the camera properly for prey\r
117 void Vore_SetPreyPositions(entity pred)\r
118 {\r
119         // pred is the predator and head is the prey\r
120 \r
121         local entity head;\r
122 \r
123         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
124         // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.\r
125         FOR_EACH_PLAYER(head)\r
126         {\r
127                 if(head.predator == pred)\r
128                 {\r
129                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
130                         head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");\r
131                         head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");\r
132                         head.view_ofs_z = PL_PREY_VIEW_OFS_z;\r
133                 }\r
134         }\r
135 }\r
136 \r
137 .float gurgle_oldstomachload;\r
138 void Vore_GurgleSound()\r
139 {\r
140         if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))\r
141         {\r
142                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE);\r
143 \r
144                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
145                 self.gurgle_oldstomachload = self.stomach_load;\r
146         }\r
147 }\r
148 \r
149 void Vore_AutoDigest(entity e)\r
150 {\r
151         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
152 \r
153         if(!cvar("g_vore_digestion") || e.digesting)\r
154                 return;\r
155         if(clienttype(e) != CLIENTTYPE_REAL)\r
156                 return; // this feature is only for players, not bots\r
157         if(e.stomach_load)\r
158                 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\r
159         if(Stomach_TeamMates_check(e))\r
160                 return; // never begin automatic digestion if we've swallowed a team mate\r
161 \r
162         e.digesting = TRUE;\r
163 }\r
164 \r
165 void Vore_StomachLoad_Apply()\r
166 {\r
167         // apply stomach weight that makes you heavier and larger the more you eat\r
168         // slowing the player is done in cl_physics.qc\r
169         if(self.classname != "player")\r
170                 return;\r
171 \r
172         entity e;\r
173         float prey_mass, final_load;\r
174 \r
175         // apply the stomach capacity of the predator\r
176         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
177         if(cvar("g_healthsize"))\r
178                 self.stomach_maxload *= self.scale;\r
179         self.stomach_maxload = ceil(self.stomach_maxload);\r
180 \r
181         FOR_EACH_PLAYER(e)\r
182         {\r
183                 if(e.predator == self)\r
184                 {\r
185                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
186                         if(cvar("g_healthsize"))\r
187                                 prey_mass *= e.scale;\r
188                         final_load += ceil(prey_mass);\r
189                         if(self.cvar_cl_vore_autodigest > 1)\r
190                                 Vore_AutoDigest(self);\r
191                 }\r
192         }\r
193         for(e = world; (e = find(e, classname, "consumable")); )\r
194         {\r
195                 if(e.predator == self)\r
196                 {\r
197                         final_load += ceil(e.dmg);\r
198                         if(self.cvar_cl_vore_autodigest > 0)\r
199                                 Vore_AutoDigest(self);\r
200                 }\r
201         }\r
202         self.stomach_load = final_load;\r
203 \r
204         // apply weight\r
205         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
206         if(!self.gravity && self.stomach_load)\r
207                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
208 }\r
209 \r
210 .entity swallow_model;\r
211 float Vore_SwallowModel_CustomizeEntityForClient()\r
212 {\r
213         // use the same system as the weapon model\r
214 \r
215         self.viewmodelforclient = self.owner;\r
216         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
217 \r
218         if(other.classname == "spectator")\r
219         if(other.enemy == self.owner)\r
220         {\r
221                 self.viewmodelforclient = other;\r
222                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
223         }\r
224 \r
225         return TRUE;\r
226 }\r
227 \r
228 void Vore_SwallowModel_Think()\r
229 {\r
230         // update the position of the swallow model to match our swallow progress\r
231         float dist;\r
232         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
233         if(cvar("g_healthsize"))\r
234                 dist *= self.scale;\r
235         self.view_ofs = '1 0 0' * dist;\r
236 \r
237         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
238         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
239         {\r
240                 remove(self.owner.swallow_model);\r
241                 self.owner.swallow_model = world;\r
242                 return;\r
243         }\r
244 \r
245         // properties that should update whenever possible, but when the predator is not available\r
246         self.nextthink = time;\r
247 }\r
248 \r
249 void Vore_SwallowModel_Update(entity prey, entity pred)\r
250 {\r
251         // if we don't have a swallow model already, spawn one\r
252         if(!prey.swallow_model)\r
253         {\r
254                 prey.swallow_model = spawn();\r
255                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
256                 prey.swallow_model.solid = SOLID_NOT;\r
257                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
258                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
259                 prey.swallow_model.owner = prey;\r
260                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
261                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
262                 prey.swallow_model.nextthink = time;\r
263         }\r
264 \r
265         // properties that should update whenever possible, but when the predator is available\r
266         string player_swallowmodel;\r
267         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
268         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
269                 setmodel(prey.swallow_model, player_swallowmodel);\r
270         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
271                 prey.swallow_model.skin = pred.skin;\r
272         if(cvar("g_healthsize"))\r
273                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
274         if(prey.swallow_model.enemy != pred)\r
275                 prey.swallow_model.enemy = pred; // enemy is the predator\r
276         if(prey.swallow_model.colormap != pred.colormap)\r
277                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
278         if(prey.swallow_model.glowmod != pred.glowmod)\r
279                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
280 }\r
281 \r
282 .entity pusher;\r
283 .float pushltime;\r
284 void Vore_Swallow(entity e)\r
285 {\r
286         // this player is being swallowed by another player, apply the proper changes\r
287 \r
288         e.vore_oldmovetype = e.movetype;\r
289         e.vore_oldsolid = e.solid;\r
290         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
291 \r
292         e.predator = self;\r
293         setorigin(e, e.predator.origin);\r
294         e.velocity = '0 0 0';\r
295         e.movetype = MOVETYPE_FOLLOW;\r
296         e.solid = SOLID_NOT;\r
297         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
298 \r
299         // drop keys (KH) and flags (CTF) when we get swallowed\r
300         kh_Key_DropAll(e, FALSE);\r
301         if(e.flagcarried)\r
302                 DropFlag(e.flagcarried, world, e.predator);\r
303 \r
304         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
305                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
306 \r
307         if(teams_matter && e.team == e.predator.team)\r
308         {\r
309                 if(cvar("g_vore_kick"))\r
310                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
311                 if(cvar("g_vore_digestion"))\r
312                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
313         }\r
314 \r
315         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
316         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
317         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
318         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
319         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
320         e.predator.regurgitate_prepare = 0;\r
321         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
322         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
323         Vore_SetPreyPositions(e.predator);\r
324 \r
325         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
326         e.predator.weapon_delay = time + button_delay_time;\r
327         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
328         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
329         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
330 }\r
331 \r
332 void Vore_SwallowStep(entity e)\r
333 {\r
334         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
335         {\r
336                 Vore_Swallow(e);\r
337                 return;\r
338         }\r
339 \r
340         // when the predator starts swallowing, play his grab sound\r
341         if(!self.swallow_progress_pred)\r
342                 PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
343 \r
344         Vore_SwallowModel_Update(e, self);\r
345 \r
346         // increase the progress value until it reaches 1, then swallow the player\r
347         if(e.swallow_progress_prey < 1)\r
348         {\r
349                 float fill;\r
350                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
351                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
352                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
353                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
354                         fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
355 \r
356                 e.swallow_progress_prey += fill;\r
357         }\r
358         else\r
359         {\r
360                 Vore_Swallow(e);\r
361                 e.swallow_progress_prey = 0;\r
362         }\r
363 \r
364         // the predator's progress is how much the prey got swallowed\r
365         self.swallow_progress_pred = e.swallow_progress_prey;\r
366 }\r
367 \r
368 void Vore_Regurgitate(entity e)\r
369 {\r
370         // this player is being regurgitated by their predator, apply the proper changes\r
371 \r
372         e.movetype = e.vore_oldmovetype;\r
373         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
374                 e.solid = e.vore_oldsolid;\r
375         e.view_ofs_z = PL_VIEW_OFS_z;\r
376         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
377 \r
378         // if the prey has been fully digested, silently detach them\r
379         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
380         {\r
381                 e.predator = world;\r
382                 e.modelindex = 0; // hide the dead body\r
383                 return;\r
384         }\r
385 \r
386         // apply velocities\r
387         makevectors(e.predator.v_angle);\r
388         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
389         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
390         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
391         e.pushltime = time + cvar("g_maxpushtime");\r
392 \r
393         // if the dead body of the prey is below gibbing health, gib it\r
394         e.stat_eaten = 0; // necessary for gibs to show\r
395         PlayerGib(e, e.predator);\r
396 \r
397         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
398         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
399         {\r
400                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
401                 Vore_SwallowModel_Update(e, e.predator);\r
402         }\r
403 \r
404         // apply regurgitation damage to the predator\r
405         if(cvar("g_balance_vore_regurgitate_damage"))\r
406         {\r
407                 float regurgitate_dmg;\r
408                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
409                 if(cvar("g_healthsize"))\r
410                         regurgitate_dmg *= e.scale / e.predator.scale;\r
411                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
412         }\r
413 \r
414         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
415         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
416         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
417         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
418         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
419         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
420         e.predator.regurgitate_prepare = 0;\r
421         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
422         Vore_SetPreyPositions(e.predator);\r
423 \r
424         // block firing for a small amount of time, or we'll be firing the next frame\r
425         e.weapon_delay = time + button_delay_time;\r
426         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
427         e.predator = world;\r
428 }\r
429 \r
430 void Vore_Disconnect()\r
431 {\r
432         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
433         entity e;\r
434 \r
435         // prey disconnects or goes spectating while inside someone's belly\r
436         if(self.stat_eaten)\r
437                 Vore_Regurgitate(self);\r
438 \r
439         // pred disconnects or goes spectating with players in their belly\r
440         entity head;\r
441         FOR_EACH_PLAYER(head)\r
442         {\r
443                 if(head.predator == self)\r
444                         Vore_Regurgitate(head);\r
445         }\r
446         // remove consumable items when we disconnect\r
447         for(e = world; (e = find(e, classname, "consumable")); )\r
448         {\r
449                 if(e.predator == self)\r
450                         Item_Consumable_Remove(e, TRUE);\r
451         }\r
452 \r
453         self.stomach_load = self.gravity = 0; // prevents a bug\r
454         Vore_GurgleSound(); // stop the gurgling sound\r
455 }\r
456 \r
457 .float digestion_step;\r
458 void Vore_Digest()\r
459 {\r
460         // apply digestion to prey\r
461 \r
462         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
463         {\r
464                 self.predator.digesting = FALSE;\r
465                 return;\r
466         }\r
467         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
468                 return;\r
469 \r
470         if(time > self.digestion_step)\r
471         {\r
472                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
473                 float damage, damage_offset;\r
474 \r
475                 damage_offset = 1;\r
476                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
477                         damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
478                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
479                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
480 \r
481                 if(self.deadflag != DEAD_NO)\r
482                         damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
483                 else\r
484                         damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
485 \r
486                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
487                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
488                 {\r
489                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
490                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
491                 }\r
492 \r
493                 self.digestion_step = time + vore_steptime;\r
494         }\r
495 \r
496         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
497                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
498 }\r
499 \r
500 .float teamheal_step;\r
501 void Vore_Teamheal()\r
502 {\r
503         // apply teamheal\r
504 \r
505         if(self.deadflag != DEAD_NO)\r
506                 return;\r
507 \r
508         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
509         if(time > self.teamheal_step)\r
510         {\r
511                 self.health += cvar("g_balance_vore_teamheal");\r
512                 self.teamheal_step = time + vore_steptime;\r
513 \r
514                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
515                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
516                 {\r
517                         play2(self, "misc/beep.wav");\r
518                         play2(self.predator, "misc/beep.wav");\r
519                 }\r
520         }\r
521 }\r
522 \r
523 .float kick_pressed;\r
524 void Vore_StomachKick()\r
525 {\r
526         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
527 \r
528         if(self.deadflag != DEAD_NO)\r
529                 return;\r
530 \r
531         if(time > self.stomachkick_delay && !self.kick_pressed)\r
532         {\r
533                 float damage, vol;\r
534                 vector force;\r
535                 damage = cvar("g_balance_vore_kick_damage");\r
536                 force = v_forward * cvar("g_balance_vore_kick_force");\r
537                 vol = VOL_BASE;\r
538 \r
539                 // apply player scale to the damage / force of the kick\r
540                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
541                 {\r
542                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
543                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
544                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
545                 }\r
546                 vol = bound(0, vol, 1);\r
547 \r
548                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
549                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
550                 self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
551                 self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
552                 self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
553                 self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
554                 self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
555                 self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
556 \r
557                 // abort the predator's scheduled regurgitation\r
558                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
559                         self.predator.regurgitate_prepare = 0;\r
560 \r
561                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
562                 if(cvar("g_balance_vore_kick_repress"))\r
563                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
564                         self.kick_pressed = TRUE;\r
565         }\r
566 }\r
567 \r
568 void Vore_StomachLeave()\r
569 {\r
570         // allows players to get out of their predator at will in some circumstances, such as team mates\r
571 \r
572         if(self.deadflag != DEAD_NO)\r
573                 return;\r
574 \r
575         if(Vore_CanLeave())\r
576                 Vore_Regurgitate(self);\r
577         else if(time > self.complain_vore)\r
578         {\r
579                 play2(self, "misc/forbidden.wav");\r
580                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
581                 self.complain_vore = time + complain_delay_time;\r
582         }\r
583 }\r
584 \r
585 void Vore_AutoTaunt()\r
586 {\r
587         // triggers ambient vore taunts, for both pred and prey\r
588 \r
589         float taunt_time;\r
590 \r
591         // predator taunts\r
592         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
593         {\r
594                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
595                 {\r
596                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
597                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
598                 }\r
599         }\r
600         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
601         {\r
602                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
603                 SetAutoTaunt(self, 0, 0);\r
604         }\r
605 \r
606         // prey taunts\r
607         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
608         {\r
609                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
610                 {\r
611                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
612                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
613                 }\r
614         }\r
615         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
616         {\r
617                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
618                 SetAutoTaunt(self, 0, 0);\r
619         }\r
620 }\r
621 \r
622 void Vore_SetSbarRings()\r
623 {\r
624         // first clear the ring stats, then configure them if needed\r
625         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
626         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
627 \r
628         if(self.stat_eaten)\r
629         {\r
630                 if(time <= self.stomachkick_delay)\r
631                 {\r
632                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
633                         self.stat_sbring1_clip = bound(0, (time / self.stomachkick_delay - 1) / ((self.stomachkick_delay - cvar("g_balance_vore_kick_delay")) / self.stomachkick_delay - 1), 1);\r
634                 }\r
635         }\r
636         else\r
637         {\r
638                 if(self.swallow_progress_pred)\r
639                 {\r
640                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
641                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
642                 }\r
643                 else if(time <= self.action_delay)\r
644                 {\r
645                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
646                         self.stat_sbring1_clip = bound(0, (time / self.action_delay - 1) / ((self.action_delay - cvar("g_balance_vore_action_delay")) / self.action_delay - 1), 1);\r
647                 }\r
648 \r
649                 if(self.swallow_progress_prey)\r
650                 {\r
651                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
652                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
653                 }\r
654                 else if(time <= self.regurgitate_prepare)\r
655                 {\r
656                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
657                         self.stat_sbring2_clip = 1 - bound(0, (time / self.regurgitate_prepare - 1) / ((self.regurgitate_prepare - cvar("g_balance_vore_regurgitate_delay")) / self.regurgitate_prepare - 1), 1);\r
658                 }\r
659         }\r
660 }\r
661 \r
662 .float regurgitatecolor_particles_tick;\r
663 void Vore()\r
664 {\r
665         // main vore code, this is where it all happens\r
666 \r
667         Vore_AutoTaunt();\r
668 \r
669         if(!self.stat_eaten)\r
670         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
671         if(self.colormod)\r
672         if(self.colormod != '1 1 1')\r
673         {\r
674                 // slowly wash stomach fluids off players once they're out of the stomach\r
675                 if(cvar("g_vore_regurgitatecolor_fade"))\r
676                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
677                 {\r
678                         float goo_fade;\r
679                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
680                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
681 \r
682                         self.colormod_x += goo_fade;\r
683                         if(self.colormod_x > 1)\r
684                                 self.colormod_x = 1;\r
685                         self.colormod_y += goo_fade;\r
686                         if(self.colormod_y > 1)\r
687                                 self.colormod_y = 1;\r
688                         self.colormod_z += goo_fade;\r
689                         if(self.colormod_z > 1)\r
690                                 self.colormod_z = 1;\r
691                 }\r
692 \r
693                 // constant particles falling off dirty players\r
694                 if(cvar("g_vore_regurgitatecolor_particles"))\r
695                 if(self.regurgitatecolor_particles_tick < time)\r
696                 {\r
697                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
698                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
699                 }\r
700         }\r
701 \r
702         // set all vore stats\r
703         Vore_SetSbarRings();\r
704         if(self.predator.classname == "player")\r
705         {\r
706                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
707                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
708                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
709                 self.stat_eaten = num_for_edict(self.predator);\r
710         }\r
711         else\r
712         {\r
713                 self.stat_stomachload = self.stomach_load;\r
714                 self.stat_stomachmaxload = self.stomach_maxload;\r
715                 self.stat_digesting = self.digesting;\r
716                 self.stat_eaten = 0;\r
717         }\r
718         self.stat_canleave = Vore_CanLeave();\r
719 \r
720         // don't allow a player inside a player inside another player :)\r
721         // prevent this by checking if such has happened, and taking the proper measures\r
722         // this code has a high priority and must not be stopped by any delay, so run it here\r
723         if(self.predator.stat_eaten)\r
724                 Vore_Regurgitate(self);\r
725 \r
726         // the swallow progress of prey and preds idly decrease by this amount\r
727         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
728         {\r
729                 if(self.swallow_progress_pred)\r
730                 {\r
731                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
732                         if(self.swallow_progress_pred < 0)\r
733                                 self.swallow_progress_pred = 0;\r
734                 }\r
735                 if(self.swallow_progress_prey)\r
736                 {\r
737                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
738                         if(self.swallow_progress_prey < 0)\r
739                                 self.swallow_progress_prey = 0;\r
740                 }\r
741         }\r
742 \r
743         // set the predator's stomach load and capacity\r
744         Vore_StomachLoad_Apply();\r
745 \r
746         // apply delays and skip the vore system under some circumstances\r
747         if(!cvar("g_vore")) // the vore system is disabled\r
748         {\r
749                 Vore_Disconnect();\r
750                 return;\r
751         }\r
752         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
753         {\r
754                 Vore_Disconnect();\r
755                 return;\r
756         }\r
757         if(self.spectatee_status)\r
758                 return;\r
759         if(time < self.system_delay)\r
760                 return;\r
761 \r
762 // --------------------------------\r
763 // Code that addresses predators:\r
764 // --------------------------------\r
765 \r
766         entity prey;\r
767         prey = Swallow_player_check();\r
768 \r
769         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
770         self.stat_canswallow = 0;\r
771         if(Swallow_condition_check(prey))\r
772         {\r
773                 // canswallow stat, used by the HUD\r
774                 if(teams_matter && prey.team == self.team)\r
775                         self.stat_canswallow = 2;\r
776                 else\r
777                         self.stat_canswallow = 1;\r
778 \r
779                 if(self.BUTTON_ATCK)\r
780                         Vore_SwallowStep(prey);\r
781         }\r
782         else if(prey != world)\r
783                 self.stat_canswallow = -1;\r
784 \r
785         // toggle digestion, if the player has someone in their stomach\r
786         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
787         {\r
788                 if(self.stomach_load)\r
789                 {\r
790                         if(time > self.digest_button_delay_time)\r
791                         {\r
792                                 self.digesting = !self.digesting;\r
793                                 self.digest_button_delay_time = time + button_delay_time;\r
794                         }\r
795                 }\r
796                 else if(time > self.complain_vore)\r
797                 {\r
798                         play2(self, "misc/forbidden.wav");\r
799                         sprint(self, "There is nothing to digest\n");\r
800                         self.complain_vore = time + complain_delay_time;\r
801                 }\r
802         }\r
803         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
804                 self.digesting = FALSE;\r
805 \r
806         // predator wishes to regurgitate his prey\r
807         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
808         if(!self.regurgitate_prepare)\r
809         {\r
810                 if(self.stomach_load)\r
811                 {\r
812                         if(time > self.regurgitate_button_delay_time)\r
813                         {\r
814                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
815                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
816                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
817                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
818                         }\r
819                 }\r
820                 else if(time > self.complain_vore)\r
821                 {\r
822                         play2(self, "misc/forbidden.wav");\r
823                         sprint(self, "There is nothing to regurgitate\n");\r
824                         self.complain_vore = time + complain_delay_time;\r
825                 }\r
826         }\r
827 \r
828         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
829         {\r
830                 self.regurgitate_prepare = -1;\r
831                 return;\r
832         }\r
833         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
834         if(vlen(self.velocity) >= cvar("g_balance_vore_load_pred_speedcap") / (self.stomach_load / self.stomach_maxload)) // predator's going too fast, gets sick and throws up\r
835         {\r
836                 self.regurgitate_prepare = -1;\r
837                 return;\r
838         }\r
839 \r
840         if (self.digesting && self.digestsound_finished < time)\r
841         {\r
842                 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
843                 self.digestsound_finished = time + 0.5;\r
844         }\r
845         if(cvar("g_vore_gurglesound"))\r
846                 Vore_GurgleSound();\r
847 \r
848 // --------------------------------\r
849 // Code that addresses the prey:\r
850 // --------------------------------\r
851 \r
852         if(!self.stat_eaten)\r
853                 return;\r
854 \r
855         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
856                 self.health = cvar("g_balance_vore_digestion_limit");\r
857 \r
858         // automatically regurgitate prey that has reached their digestion limit\r
859         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
860         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
861         {\r
862                 Vore_Regurgitate(self);\r
863                 return;\r
864         }\r
865 \r
866         // do we stick around inside dead furries? x_x\r
867         if(self.predator.deadflag != DEAD_NO)\r
868         {\r
869                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
870                 {\r
871                         Vore_Regurgitate(self);\r
872                         return;\r
873                 }\r
874                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
875                         self.predator.regurgitate_prepare = 0;\r
876         }\r
877 \r
878         // apply delayed regurgitating if it was scheduled\r
879         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
880         {\r
881                 Vore_Regurgitate(self);\r
882                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
883         }\r
884 \r
885         // execute digesting and team healing\r
886         if(self.predator.digesting == TRUE)\r
887                 Vore_Digest();\r
888         if(teams_matter && self.team == self.predator.team)\r
889         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
890                 Vore_Teamheal();\r
891 \r
892         // execute prey commands\r
893         if(self.BUTTON_ATCK)\r
894         {\r
895                 if(cvar("g_vore_kick"))\r
896                         Vore_StomachKick();\r
897         }\r
898         else\r
899                 self.kick_pressed = FALSE;\r
900         if(self.BUTTON_JUMP)\r
901                 Vore_StomachLeave();\r
902 \r
903         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
904         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
905         kh_Key_DropAll(self, FALSE);\r
906 \r
907         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
908         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
909 }