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