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Apply pitch properly to both stomach kicks and stomach gurgles. For kicks, the pitch...
[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                 // yes, hard coded sound length. I know it's bad but what can I do?\r
145                 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
146                         self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale\r
147                 else\r
148                         self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
149 \r
150                 self.gurgle_oldstomachload = self.stomach_load;\r
151         }\r
152 }\r
153 \r
154 void Vore_AutoDigest(entity e)\r
155 {\r
156         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
157 \r
158         if(!cvar("g_vore_digestion") || e.digesting)\r
159                 return;\r
160         if(clienttype(e) != CLIENTTYPE_REAL)\r
161                 return; // this feature is only for players, not bots\r
162         if(e.stomach_load)\r
163                 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
164         if(Stomach_TeamMates_check(e))\r
165                 return; // never begin automatic digestion if we've swallowed a team mate\r
166 \r
167         e.digesting = TRUE;\r
168 }\r
169 \r
170 void Vore_StomachLoad_Apply()\r
171 {\r
172         // apply stomach weight that makes you heavier and larger the more you eat\r
173         // slowing the player is done in cl_physics.qc\r
174         if(self.classname != "player")\r
175                 return;\r
176 \r
177         entity e;\r
178         float prey_mass, final_load;\r
179 \r
180         // apply the stomach capacity of the predator\r
181         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
182         if(cvar("g_healthsize"))\r
183                 self.stomach_maxload *= self.scale;\r
184         self.stomach_maxload = ceil(self.stomach_maxload);\r
185 \r
186         FOR_EACH_PLAYER(e)\r
187         {\r
188                 if(e.predator == self)\r
189                 {\r
190                         prey_mass = cvar("g_balance_vore_load_prey_mass");\r
191                         if(cvar("g_healthsize"))\r
192                                 prey_mass *= e.scale;\r
193                         final_load += ceil(prey_mass);\r
194                         if(self.cvar_cl_vore_autodigest > 1)\r
195                                 Vore_AutoDigest(self);\r
196                 }\r
197         }\r
198         for(e = world; (e = find(e, classname, "consumable")); )\r
199         {\r
200                 if(e.predator == self)\r
201                 {\r
202                         final_load += ceil(e.dmg);\r
203                         if(self.cvar_cl_vore_autodigest > 0)\r
204                                 Vore_AutoDigest(self);\r
205                 }\r
206         }\r
207         self.stomach_load = final_load;\r
208 \r
209         // apply weight\r
210         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
211         if(!self.gravity && self.stomach_load)\r
212                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
213 }\r
214 \r
215 .entity swallow_model;\r
216 float Vore_SwallowModel_CustomizeEntityForClient()\r
217 {\r
218         // use the same system as the weapon model\r
219 \r
220         self.viewmodelforclient = self.owner;\r
221         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
222 \r
223         if(other.classname == "spectator")\r
224         if(other.enemy == self.owner)\r
225         {\r
226                 self.viewmodelforclient = other;\r
227                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
228         }\r
229 \r
230         return TRUE;\r
231 }\r
232 \r
233 void Vore_SwallowModel_Think()\r
234 {\r
235         // update the position of the swallow model to match our swallow progress\r
236         float dist;\r
237         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
238         if(cvar("g_healthsize"))\r
239                 dist *= self.scale;\r
240         self.view_ofs = '1 0 0' * dist;\r
241 \r
242         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
243         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
244         {\r
245                 remove(self.owner.swallow_model);\r
246                 self.owner.swallow_model = world;\r
247                 return;\r
248         }\r
249 \r
250         // properties that should update whenever possible, but when the predator is not available\r
251         self.nextthink = time;\r
252 }\r
253 \r
254 void Vore_SwallowModel_Update(entity prey, entity pred)\r
255 {\r
256         // if we don't have a swallow model already, spawn one\r
257         if(!prey.swallow_model)\r
258         {\r
259                 prey.swallow_model = spawn();\r
260                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
261                 prey.swallow_model.solid = SOLID_NOT;\r
262                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
263                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
264                 prey.swallow_model.owner = prey;\r
265                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
266                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
267                 prey.swallow_model.nextthink = time;\r
268         }\r
269 \r
270         // properties that should update whenever possible, but when the predator is available\r
271         string player_swallowmodel;\r
272         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
273         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
274                 setmodel(prey.swallow_model, player_swallowmodel);\r
275         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
276                 prey.swallow_model.skin = pred.skin;\r
277         if(cvar("g_healthsize"))\r
278                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
279         if(prey.swallow_model.enemy != pred)\r
280                 prey.swallow_model.enemy = pred; // enemy is the predator\r
281         if(prey.swallow_model.colormap != pred.colormap)\r
282                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
283         if(prey.swallow_model.glowmod != pred.glowmod)\r
284                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
285 }\r
286 \r
287 .entity pusher;\r
288 .float pushltime;\r
289 void Vore_Swallow(entity e)\r
290 {\r
291         // this player is being swallowed by another player, apply the proper changes\r
292 \r
293         e.vore_oldmovetype = e.movetype;\r
294         e.vore_oldsolid = e.solid;\r
295         e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");\r
296 \r
297         e.predator = self;\r
298         setorigin(e, e.predator.origin);\r
299         e.velocity = '0 0 0';\r
300         e.movetype = MOVETYPE_FOLLOW;\r
301         e.solid = SOLID_NOT;\r
302         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
303 \r
304         // drop keys (KH) and flags (CTF) when we get swallowed\r
305         kh_Key_DropAll(e, FALSE);\r
306         if(e.flagcarried)\r
307                 DropFlag(e.flagcarried, world, e.predator);\r
308 \r
309         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
310                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
311 \r
312         if(teams_matter && e.team == e.predator.team)\r
313         {\r
314                 if(cvar("g_vore_kick"))\r
315                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
316                 if(cvar("g_vore_digestion"))\r
317                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
318         }\r
319 \r
320         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
321         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
322         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
323         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
324         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle");\r
325         e.predator.regurgitate_prepare = 0;\r
326         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
327         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
328         Vore_SetPreyPositions(e.predator);\r
329 \r
330         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
331         e.predator.weapon_delay = time + button_delay_time;\r
332         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
333         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
334         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
335 }\r
336 \r
337 void Vore_SwallowStep(entity e)\r
338 {\r
339         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
340         {\r
341                 Vore_Swallow(e);\r
342                 return;\r
343         }\r
344 \r
345         // when the predator starts swallowing, play his grab sound\r
346         if(!self.swallow_progress_pred)\r
347                 PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
348 \r
349         Vore_SwallowModel_Update(e, self);\r
350 \r
351         // increase the progress value until it reaches 1, then swallow the player\r
352         if(e.swallow_progress_prey < 1)\r
353         {\r
354                 float fill;\r
355                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
356                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
357                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
358                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
359                         fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
360 \r
361                 e.swallow_progress_prey += fill;\r
362         }\r
363         else\r
364         {\r
365                 Vore_Swallow(e);\r
366                 e.swallow_progress_prey = 0;\r
367         }\r
368 \r
369         // the predator's progress is how much the prey got swallowed\r
370         self.swallow_progress_pred = e.swallow_progress_prey;\r
371 }\r
372 \r
373 void Vore_Regurgitate(entity e)\r
374 {\r
375         // this player is being regurgitated by their predator, apply the proper changes\r
376 \r
377         e.movetype = e.vore_oldmovetype;\r
378         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
379                 e.solid = e.vore_oldsolid;\r
380         e.view_ofs_z = PL_VIEW_OFS_z;\r
381         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
382 \r
383         // if the prey has been fully digested, silently detach them\r
384         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
385         {\r
386                 e.predator = world;\r
387                 e.modelindex = 0; // hide the dead body\r
388                 return;\r
389         }\r
390 \r
391         // apply velocities\r
392         makevectors(e.predator.v_angle);\r
393         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
394         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
395         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
396         e.pushltime = time + cvar("g_maxpushtime");\r
397 \r
398         // if the dead body of the prey is below gibbing health, gib it\r
399         e.stat_eaten = 0; // necessary for gibs to show\r
400         PlayerGib(e, e.predator);\r
401 \r
402         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
403         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
404         {\r
405                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
406                 Vore_SwallowModel_Update(e, e.predator);\r
407         }\r
408 \r
409         // apply regurgitation damage to the predator\r
410         if(cvar("g_balance_vore_regurgitate_damage"))\r
411         {\r
412                 float regurgitate_dmg;\r
413                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
414                 if(cvar("g_healthsize"))\r
415                         regurgitate_dmg *= e.scale / e.predator.scale;\r
416                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
417         }\r
418 \r
419         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
420         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
421         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
422         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
423         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
424         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle");\r
425         e.predator.regurgitate_prepare = 0;\r
426         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
427         Vore_SetPreyPositions(e.predator);\r
428 \r
429         // block firing for a small amount of time, or we'll be firing the next frame\r
430         e.weapon_delay = time + button_delay_time;\r
431         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
432         e.predator = world;\r
433 }\r
434 \r
435 void Vore_Disconnect()\r
436 {\r
437         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
438         entity e;\r
439 \r
440         // prey disconnects or goes spectating while inside someone's belly\r
441         if(self.stat_eaten)\r
442                 Vore_Regurgitate(self);\r
443 \r
444         // pred disconnects or goes spectating with players in their belly\r
445         entity head;\r
446         FOR_EACH_PLAYER(head)\r
447         {\r
448                 if(head.predator == self)\r
449                         Vore_Regurgitate(head);\r
450         }\r
451         // remove consumable items when we disconnect\r
452         for(e = world; (e = find(e, classname, "consumable")); )\r
453         {\r
454                 if(e.predator == self)\r
455                         Item_Consumable_Remove(e, TRUE);\r
456         }\r
457 \r
458         self.stomach_load = self.gravity = 0; // prevents a bug\r
459         Vore_GurgleSound(); // stop the gurgling sound\r
460 }\r
461 \r
462 .float digestion_step;\r
463 void Vore_Digest()\r
464 {\r
465         // apply digestion to prey\r
466 \r
467         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
468         {\r
469                 self.predator.digesting = FALSE;\r
470                 return;\r
471         }\r
472         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
473                 return;\r
474 \r
475         if(time > self.digestion_step)\r
476         {\r
477                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
478                 float damage, damage_offset;\r
479 \r
480                 damage_offset = 1;\r
481                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
482                         damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
483                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
484                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
485 \r
486                 if(self.deadflag != DEAD_NO)\r
487                         damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
488                 else\r
489                         damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
490 \r
491                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
492                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
493                 {\r
494                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
495                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
496                 }\r
497 \r
498                 self.digestion_step = time + vore_steptime;\r
499         }\r
500 \r
501         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
502                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
503 }\r
504 \r
505 .float teamheal_step;\r
506 void Vore_Teamheal()\r
507 {\r
508         // apply teamheal\r
509 \r
510         if(self.deadflag != DEAD_NO)\r
511                 return;\r
512 \r
513         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
514         if(time > self.teamheal_step)\r
515         {\r
516                 self.health += cvar("g_balance_vore_teamheal");\r
517                 self.teamheal_step = time + vore_steptime;\r
518 \r
519                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
520                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
521                 {\r
522                         play2(self, "misc/beep.wav");\r
523                         play2(self.predator, "misc/beep.wav");\r
524                 }\r
525         }\r
526 }\r
527 \r
528 .float kick_pressed;\r
529 void Vore_StomachKick()\r
530 {\r
531         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
532 \r
533         if(self.deadflag != DEAD_NO)\r
534                 return;\r
535 \r
536         if(time > self.stomachkick_delay && !self.kick_pressed)\r
537         {\r
538                 float damage, vol, pitch;\r
539                 vector force;\r
540                 damage = cvar("g_balance_vore_kick_damage");\r
541                 force = v_forward * cvar("g_balance_vore_kick_force");\r
542                 vol = VOL_BASE;\r
543 \r
544                 // modified sound pitch, based on player scale\r
545                 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
546                         pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));\r
547 \r
548                 // apply player scale to the damage / force of the kick\r
549                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
550                 {\r
551                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
552                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
553                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
554                 }\r
555                 vol = bound(0, vol, 1);\r
556 \r
557                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
558                 sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);\r
559                 self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
560                 self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
561                 self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle");\r
562                 self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
563                 self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
564                 self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle");\r
565 \r
566                 // abort the predator's scheduled regurgitation\r
567                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
568                         self.predator.regurgitate_prepare = 0;\r
569 \r
570                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
571                 if(cvar("g_balance_vore_kick_repress"))\r
572                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
573                         self.kick_pressed = TRUE;\r
574         }\r
575 }\r
576 \r
577 void Vore_StomachLeave()\r
578 {\r
579         // allows players to get out of their predator at will in some circumstances, such as team mates\r
580 \r
581         if(self.deadflag != DEAD_NO)\r
582                 return;\r
583 \r
584         if(Vore_CanLeave())\r
585                 Vore_Regurgitate(self);\r
586         else if(time > self.complain_vore)\r
587         {\r
588                 play2(self, "misc/forbidden.wav");\r
589                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
590                 self.complain_vore = time + complain_delay_time;\r
591         }\r
592 }\r
593 \r
594 void Vore_AutoTaunt()\r
595 {\r
596         // triggers ambient vore taunts, for both pred and prey\r
597 \r
598         float taunt_time;\r
599 \r
600         // predator taunts\r
601         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
602         {\r
603                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
604                 {\r
605                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
606                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
607                 }\r
608         }\r
609         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
610         {\r
611                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
612                 SetAutoTaunt(self, 0, 0);\r
613         }\r
614 \r
615         // prey taunts\r
616         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
617         {\r
618                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
619                 {\r
620                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
621                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
622                 }\r
623         }\r
624         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
625         {\r
626                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
627                 SetAutoTaunt(self, 0, 0);\r
628         }\r
629 }\r
630 \r
631 void Vore_SetSbarRings()\r
632 {\r
633         // first clear the ring stats, then configure them if needed\r
634         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
635         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
636 \r
637         if(self.stat_eaten)\r
638         {\r
639                 if(time <= self.stomachkick_delay)\r
640                 {\r
641                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
642                         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
643                 }\r
644         }\r
645         else\r
646         {\r
647                 if(self.swallow_progress_pred)\r
648                 {\r
649                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
650                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
651                 }\r
652                 else if(time <= self.action_delay)\r
653                 {\r
654                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
655                         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
656                 }\r
657 \r
658                 if(self.swallow_progress_prey)\r
659                 {\r
660                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
661                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
662                 }\r
663                 else if(time <= self.regurgitate_prepare)\r
664                 {\r
665                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
666                         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
667                 }\r
668         }\r
669 }\r
670 \r
671 .float regurgitatecolor_particles_tick;\r
672 void Vore()\r
673 {\r
674         // main vore code, this is where it all happens\r
675 \r
676         Vore_AutoTaunt();\r
677 \r
678         if(!self.stat_eaten)\r
679         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
680         if(self.colormod)\r
681         if(self.colormod != '1 1 1')\r
682         {\r
683                 // slowly wash stomach fluids off players once they're out of the stomach\r
684                 if(cvar("g_vore_regurgitatecolor_fade"))\r
685                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
686                 {\r
687                         float goo_fade;\r
688                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
689                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
690 \r
691                         self.colormod_x += goo_fade;\r
692                         if(self.colormod_x > 1)\r
693                                 self.colormod_x = 1;\r
694                         self.colormod_y += goo_fade;\r
695                         if(self.colormod_y > 1)\r
696                                 self.colormod_y = 1;\r
697                         self.colormod_z += goo_fade;\r
698                         if(self.colormod_z > 1)\r
699                                 self.colormod_z = 1;\r
700                 }\r
701 \r
702                 // constant particles falling off dirty players\r
703                 if(cvar("g_vore_regurgitatecolor_particles"))\r
704                 if(self.regurgitatecolor_particles_tick < time)\r
705                 {\r
706                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
707                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
708                 }\r
709         }\r
710 \r
711         // set all vore stats\r
712         Vore_SetSbarRings();\r
713         if(self.predator.classname == "player")\r
714         {\r
715                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
716                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
717                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
718                 self.stat_eaten = num_for_edict(self.predator);\r
719         }\r
720         else\r
721         {\r
722                 self.stat_stomachload = self.stomach_load;\r
723                 self.stat_stomachmaxload = self.stomach_maxload;\r
724                 self.stat_digesting = self.digesting;\r
725                 self.stat_eaten = 0;\r
726         }\r
727         self.stat_canleave = Vore_CanLeave();\r
728 \r
729         // don't allow a player inside a player inside another player :)\r
730         // prevent this by checking if such has happened, and taking the proper measures\r
731         // this code has a high priority and must not be stopped by any delay, so run it here\r
732         if(self.predator.stat_eaten)\r
733                 Vore_Regurgitate(self);\r
734 \r
735         // the swallow progress of prey and preds idly decrease by this amount\r
736         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
737         {\r
738                 if(self.swallow_progress_pred)\r
739                 {\r
740                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
741                         if(self.swallow_progress_pred < 0)\r
742                                 self.swallow_progress_pred = 0;\r
743                 }\r
744                 if(self.swallow_progress_prey)\r
745                 {\r
746                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
747                         if(self.swallow_progress_prey < 0)\r
748                                 self.swallow_progress_prey = 0;\r
749                 }\r
750         }\r
751 \r
752         // set the predator's stomach load and capacity\r
753         Vore_StomachLoad_Apply();\r
754 \r
755         // apply delays and skip the vore system under some circumstances\r
756         if(!cvar("g_vore")) // the vore system is disabled\r
757         {\r
758                 Vore_Disconnect();\r
759                 return;\r
760         }\r
761         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
762         {\r
763                 Vore_Disconnect();\r
764                 return;\r
765         }\r
766         if(self.spectatee_status)\r
767                 return;\r
768         if(time < self.system_delay)\r
769                 return;\r
770 \r
771 // --------------------------------\r
772 // Code that addresses predators:\r
773 // --------------------------------\r
774 \r
775         entity prey;\r
776         prey = Swallow_player_check();\r
777 \r
778         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
779         self.stat_canswallow = 0;\r
780         if(Swallow_condition_check(prey))\r
781         {\r
782                 // canswallow stat, used by the HUD\r
783                 if(teams_matter && prey.team == self.team)\r
784                         self.stat_canswallow = 2;\r
785                 else\r
786                         self.stat_canswallow = 1;\r
787 \r
788                 if(self.BUTTON_ATCK)\r
789                         Vore_SwallowStep(prey);\r
790         }\r
791         else if(prey != world)\r
792                 self.stat_canswallow = -1;\r
793 \r
794         // toggle digestion, if the player has someone in their stomach\r
795         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
796         {\r
797                 if(self.stomach_load)\r
798                 {\r
799                         if(time > self.digest_button_delay_time)\r
800                         {\r
801                                 self.digesting = !self.digesting;\r
802                                 self.digest_button_delay_time = time + button_delay_time;\r
803                         }\r
804                 }\r
805                 else if(time > self.complain_vore)\r
806                 {\r
807                         play2(self, "misc/forbidden.wav");\r
808                         sprint(self, "There is nothing to digest\n");\r
809                         self.complain_vore = time + complain_delay_time;\r
810                 }\r
811         }\r
812         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
813                 self.digesting = FALSE;\r
814 \r
815         // predator wishes to regurgitate his prey\r
816         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
817         if(!self.regurgitate_prepare)\r
818         {\r
819                 if(self.stomach_load)\r
820                 {\r
821                         if(time > self.regurgitate_button_delay_time)\r
822                         {\r
823                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
824                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
825                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
826                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
827                         }\r
828                 }\r
829                 else if(time > self.complain_vore)\r
830                 {\r
831                         play2(self, "misc/forbidden.wav");\r
832                         sprint(self, "There is nothing to regurgitate\n");\r
833                         self.complain_vore = time + complain_delay_time;\r
834                 }\r
835         }\r
836 \r
837         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
838         {\r
839                 self.regurgitate_prepare = -1;\r
840                 return;\r
841         }\r
842         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
843         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
844         {\r
845                 self.regurgitate_prepare = -1;\r
846                 return;\r
847         }\r
848 \r
849         if (self.digesting && self.digestsound_finished < time)\r
850         {\r
851                 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
852                 self.digestsound_finished = time + 0.5;\r
853         }\r
854         if(cvar("g_vore_gurglesound"))\r
855                 Vore_GurgleSound();\r
856 \r
857 // --------------------------------\r
858 // Code that addresses the prey:\r
859 // --------------------------------\r
860 \r
861         if(!self.stat_eaten)\r
862                 return;\r
863 \r
864         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
865                 self.health = cvar("g_balance_vore_digestion_limit");\r
866 \r
867         // automatically regurgitate prey that has reached their digestion limit\r
868         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
869         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
870         {\r
871                 Vore_Regurgitate(self);\r
872                 return;\r
873         }\r
874 \r
875         // do we stick around inside dead furries? x_x\r
876         if(self.predator.deadflag != DEAD_NO)\r
877         {\r
878                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
879                 {\r
880                         Vore_Regurgitate(self);\r
881                         return;\r
882                 }\r
883                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
884                         self.predator.regurgitate_prepare = 0;\r
885         }\r
886 \r
887         // apply delayed regurgitating if it was scheduled\r
888         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
889         {\r
890                 Vore_Regurgitate(self);\r
891                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
892         }\r
893 \r
894         // execute digesting and team healing\r
895         if(self.predator.digesting == TRUE)\r
896                 Vore_Digest();\r
897         if(teams_matter && self.team == self.predator.team)\r
898         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
899                 Vore_Teamheal();\r
900 \r
901         // execute prey commands\r
902         if(self.BUTTON_ATCK)\r
903         {\r
904                 if(cvar("g_vore_kick"))\r
905                         Vore_StomachKick();\r
906         }\r
907         else\r
908                 self.kick_pressed = FALSE;\r
909         if(self.BUTTON_JUMP)\r
910                 Vore_StomachLeave();\r
911 \r
912         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
913         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
914         kh_Key_DropAll(self, FALSE);\r
915 \r
916         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
917         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
918 }