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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         float scalediff;\r
305         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
306 \r
307         // drop keys (KH) and flags (CTF) when we get swallowed\r
308         kh_Key_DropAll(e, FALSE);\r
309         if(e.flagcarried)\r
310                 DropFlag(e.flagcarried, world, e.predator);\r
311 \r
312         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
313                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
314 \r
315         if(teams_matter && e.team == e.predator.team)\r
316         {\r
317                 if(cvar("g_vore_kick"))\r
318                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
319                 if(cvar("g_vore_digestion"))\r
320                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
321         }\r
322 \r
323         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
324         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
325         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
326         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
327         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;\r
328         e.predator.regurgitate_prepare = 0;\r
329         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
330         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
331         Vore_SetPreyPositions(e.predator);\r
332 \r
333         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
334         e.predator.weapon_delay = time + button_delay_time;\r
335         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
336         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
337         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
338 }\r
339 \r
340 void Vore_SwallowStep(entity e)\r
341 {\r
342         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
343         {\r
344                 Vore_Swallow(e);\r
345                 return;\r
346         }\r
347 \r
348         // when the predator starts swallowing, play his grab sound\r
349         if(!self.swallow_progress_pred)\r
350                 PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
351 \r
352         Vore_SwallowModel_Update(e, self);\r
353 \r
354         // increase the progress value until it reaches 1, then swallow the player\r
355         if(e.swallow_progress_prey < 1)\r
356         {\r
357                 float fill;\r
358                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
359                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
360                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
361                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
362                         fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));\r
363 \r
364                 e.swallow_progress_prey += fill;\r
365         }\r
366         else\r
367         {\r
368                 Vore_Swallow(e);\r
369                 e.swallow_progress_prey = 0;\r
370         }\r
371 \r
372         // the predator's progress is how much the prey got swallowed\r
373         self.swallow_progress_pred = e.swallow_progress_prey;\r
374 }\r
375 \r
376 void Vore_Regurgitate(entity e)\r
377 {\r
378         // this player is being regurgitated by their predator, apply the proper changes\r
379 \r
380         e.movetype = e.vore_oldmovetype;\r
381         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
382                 e.solid = e.vore_oldsolid;\r
383         e.view_ofs_z = PL_VIEW_OFS_z;\r
384         e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");\r
385 \r
386         // if the prey has been fully digested, silently detach them\r
387         if(cvar("g_balance_vore_regurgitate_death_silent"))\r
388         if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))\r
389         {\r
390                 e.predator = world;\r
391                 e.modelindex = 0; // hide the dead body\r
392                 return;\r
393         }\r
394 \r
395         float scalediff;\r
396         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect\r
397 \r
398         // apply velocities\r
399         makevectors(e.predator.v_angle);\r
400         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
401         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
402         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
403         e.pushltime = time + cvar("g_maxpushtime");\r
404 \r
405         // if the dead body of the prey is below gibbing health, gib it\r
406         e.stat_eaten = 0; // necessary for gibs to show\r
407         PlayerGib(e, e.predator);\r
408 \r
409         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
410         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
411         {\r
412                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
413                 Vore_SwallowModel_Update(e, e.predator);\r
414         }\r
415 \r
416         // apply regurgitation damage to the predator\r
417         if(cvar("g_balance_vore_regurgitate_damage"))\r
418         {\r
419                 float regurgitate_dmg;\r
420                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
421                 if(cvar("g_healthsize"))\r
422                         regurgitate_dmg *= e.scale / e.predator.scale;\r
423                 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
424         }\r
425 \r
426         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
427         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
428         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
429         e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
430         e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
431         e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;\r
432         e.predator.regurgitate_prepare = 0;\r
433         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
434         Vore_SetPreyPositions(e.predator);\r
435 \r
436         // block firing for a small amount of time, or we'll be firing the next frame\r
437         e.weapon_delay = time + button_delay_time;\r
438         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
439         e.predator = world;\r
440 }\r
441 \r
442 void Vore_Disconnect()\r
443 {\r
444         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
445         entity e;\r
446 \r
447         // prey disconnects or goes spectating while inside someone's belly\r
448         if(self.stat_eaten)\r
449                 Vore_Regurgitate(self);\r
450 \r
451         // pred disconnects or goes spectating with players in their belly\r
452         entity head;\r
453         FOR_EACH_PLAYER(head)\r
454         {\r
455                 if(head.predator == self)\r
456                         Vore_Regurgitate(head);\r
457         }\r
458         // remove consumable items when we disconnect\r
459         for(e = world; (e = find(e, classname, "consumable")); )\r
460         {\r
461                 if(e.predator == self)\r
462                         Item_Consumable_Remove(e, TRUE);\r
463         }\r
464 \r
465         self.stomach_load = self.gravity = 0; // prevents a bug\r
466         Vore_GurgleSound(); // stop the gurgling sound\r
467 }\r
468 \r
469 .float digestion_step;\r
470 void Vore_Digest()\r
471 {\r
472         // apply digestion to prey\r
473 \r
474         if(self.predator.deadflag != DEAD_NO) // dead predators don't digest\r
475         {\r
476                 self.predator.digesting = FALSE;\r
477                 return;\r
478         }\r
479         if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health\r
480                 return;\r
481 \r
482         if(time > self.digestion_step)\r
483         {\r
484                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
485                 float damage, damage_offset;\r
486 \r
487                 damage_offset = 1;\r
488                 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
489                         damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
490                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage\r
491                         damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));\r
492 \r
493                 if(self.deadflag != DEAD_NO)\r
494                         damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;\r
495                 else\r
496                         damage = cvar("g_balance_vore_digestion_damage") / damage_offset;\r
497 \r
498                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
499                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
500                 {\r
501                         self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");\r
502                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
503                 }\r
504 \r
505                 self.digestion_step = time + vore_steptime;\r
506         }\r
507 \r
508         if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
509                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
510 }\r
511 \r
512 .float teamheal_step;\r
513 void Vore_Teamheal()\r
514 {\r
515         // apply teamheal\r
516 \r
517         if(self.deadflag != DEAD_NO)\r
518                 return;\r
519 \r
520         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
521         if(time > self.teamheal_step)\r
522         {\r
523                 self.health += cvar("g_balance_vore_teamheal");\r
524                 self.teamheal_step = time + vore_steptime;\r
525 \r
526                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
527                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
528                 {\r
529                         play2(self, "misc/beep.wav");\r
530                         play2(self.predator, "misc/beep.wav");\r
531                 }\r
532         }\r
533 }\r
534 \r
535 .float kick_pressed;\r
536 void Vore_StomachKick()\r
537 {\r
538         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
539 \r
540         if(self.deadflag != DEAD_NO)\r
541                 return;\r
542 \r
543         float scalediff;\r
544         scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
545 \r
546         if(time > self.stomachkick_delay && !self.kick_pressed)\r
547         {\r
548                 float damage, vol, pitch;\r
549                 vector force;\r
550                 damage = cvar("g_balance_vore_kick_damage");\r
551                 force = v_forward * cvar("g_balance_vore_kick_force");\r
552                 vol = VOL_BASE;\r
553 \r
554                 // modified sound pitch, based on player scale\r
555                 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))\r
556                         pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));\r
557 \r
558                 // apply player scale to the damage / force of the kick\r
559                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
560                 {\r
561                         damage *= scalediff;\r
562                         force *= scalediff;\r
563                         vol *= scalediff; // kick sound volume based on the same scale\r
564                 }\r
565                 vol = bound(0, vol, 1);\r
566 \r
567                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
568                 sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);\r
569                 self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
570                 self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
571                 self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;\r
572                 self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
573                 self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
574                 self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;\r
575 \r
576                 // abort the predator's scheduled regurgitation\r
577                 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))\r
578                         self.predator.regurgitate_prepare = 0;\r
579 \r
580                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
581                 if(cvar("g_balance_vore_kick_repress"))\r
582                 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue\r
583                         self.kick_pressed = TRUE;\r
584         }\r
585 }\r
586 \r
587 void Vore_StomachLeave()\r
588 {\r
589         // allows players to get out of their predator at will in some circumstances, such as team mates\r
590 \r
591         if(self.deadflag != DEAD_NO)\r
592                 return;\r
593 \r
594         if(Vore_CanLeave())\r
595                 Vore_Regurgitate(self);\r
596         else if(time > self.complain_vore)\r
597         {\r
598                 play2(self, "misc/forbidden.wav");\r
599                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
600                 self.complain_vore = time + complain_delay_time;\r
601         }\r
602 }\r
603 \r
604 void Vore_AutoTaunt()\r
605 {\r
606         // triggers ambient vore taunts, for both pred and prey\r
607 \r
608         float taunt_time;\r
609 \r
610         // predator taunts\r
611         if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))\r
612         {\r
613                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
614                 {\r
615                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
616                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
617                 }\r
618         }\r
619         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
620         {\r
621                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
622                 SetAutoTaunt(self, 0, 0);\r
623         }\r
624 \r
625         // prey taunts\r
626         if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)\r
627         {\r
628                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
629                 {\r
630                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
631                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
632                 }\r
633         }\r
634         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
635         {\r
636                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
637                 SetAutoTaunt(self, 0, 0);\r
638         }\r
639 }\r
640 \r
641 void Vore_SetSbarRings()\r
642 {\r
643         // first clear the ring stats, then configure them if needed\r
644         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
645         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
646 \r
647         if(self.stat_eaten)\r
648         {\r
649                 if(time <= self.stomachkick_delay)\r
650                 {\r
651                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
652                         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
653                 }\r
654         }\r
655         else\r
656         {\r
657                 if(self.swallow_progress_pred)\r
658                 {\r
659                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
660                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
661                 }\r
662                 else if(time <= self.action_delay)\r
663                 {\r
664                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
665                         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
666                 }\r
667 \r
668                 if(self.swallow_progress_prey)\r
669                 {\r
670                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
671                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
672                 }\r
673                 else if(time <= self.regurgitate_prepare)\r
674                 {\r
675                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
676                         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
677                 }\r
678         }\r
679 }\r
680 \r
681 .float regurgitatecolor_particles_tick;\r
682 void Vore()\r
683 {\r
684         // main vore code, this is where it all happens\r
685 \r
686         Vore_AutoTaunt();\r
687 \r
688         if(!self.stat_eaten)\r
689         if(self.modelindex) // not if we're a gibbed dead body or not visible any more\r
690         if(self.colormod)\r
691         if(self.colormod != '1 1 1')\r
692         {\r
693                 // slowly wash stomach fluids off players once they're out of the stomach\r
694                 if(cvar("g_vore_regurgitatecolor_fade"))\r
695                 if(self.deadflag == DEAD_NO) // not for dead bodies\r
696                 {\r
697                         float goo_fade;\r
698                         goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;\r
699                         goo_fade *= 1 + self.waterlevel; // fade faster when underwater\r
700 \r
701                         self.colormod_x += goo_fade;\r
702                         if(self.colormod_x > 1)\r
703                                 self.colormod_x = 1;\r
704                         self.colormod_y += goo_fade;\r
705                         if(self.colormod_y > 1)\r
706                                 self.colormod_y = 1;\r
707                         self.colormod_z += goo_fade;\r
708                         if(self.colormod_z > 1)\r
709                                 self.colormod_z = 1;\r
710                 }\r
711 \r
712                 // constant particles falling off dirty players\r
713                 if(cvar("g_vore_regurgitatecolor_particles"))\r
714                 if(self.regurgitatecolor_particles_tick < time)\r
715                 {\r
716                         pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', 1);\r
717                         self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is\r
718                 }\r
719         }\r
720 \r
721         // set all vore stats\r
722         Vore_SetSbarRings();\r
723         if(self.predator.classname == "player")\r
724         {\r
725                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
726                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
727                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
728                 self.stat_eaten = num_for_edict(self.predator);\r
729         }\r
730         else\r
731         {\r
732                 self.stat_stomachload = self.stomach_load;\r
733                 self.stat_stomachmaxload = self.stomach_maxload;\r
734                 self.stat_digesting = self.digesting;\r
735                 self.stat_eaten = 0;\r
736         }\r
737         self.stat_canleave = Vore_CanLeave();\r
738 \r
739         // don't allow a player inside a player inside another player :)\r
740         // prevent this by checking if such has happened, and taking the proper measures\r
741         // this code has a high priority and must not be stopped by any delay, so run it here\r
742         if(self.predator.stat_eaten)\r
743                 Vore_Regurgitate(self);\r
744 \r
745         // the swallow progress of prey and preds idly decrease by this amount\r
746         if(cvar("g_balance_vore_swallow_speed_decrease"))\r
747         {\r
748                 if(self.swallow_progress_pred)\r
749                 {\r
750                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
751                         if(self.swallow_progress_pred < 0)\r
752                                 self.swallow_progress_pred = 0;\r
753                 }\r
754                 if(self.swallow_progress_prey)\r
755                 {\r
756                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
757                         if(self.swallow_progress_prey < 0)\r
758                                 self.swallow_progress_prey = 0;\r
759                 }\r
760         }\r
761 \r
762         // set the predator's stomach load and capacity\r
763         Vore_StomachLoad_Apply();\r
764 \r
765         // apply delays and skip the vore system under some circumstances\r
766         if(!cvar("g_vore")) // the vore system is disabled\r
767         {\r
768                 Vore_Disconnect();\r
769                 return;\r
770         }\r
771         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
772         {\r
773                 Vore_Disconnect();\r
774                 return;\r
775         }\r
776         if(self.spectatee_status)\r
777                 return;\r
778         if(time < self.system_delay)\r
779                 return;\r
780 \r
781 // --------------------------------\r
782 // Code that addresses predators:\r
783 // --------------------------------\r
784 \r
785         entity prey;\r
786         prey = Swallow_player_check();\r
787 \r
788         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
789         self.stat_canswallow = 0;\r
790         if(Swallow_condition_check(prey))\r
791         {\r
792                 // canswallow stat, used by the HUD\r
793                 if(teams_matter && prey.team == self.team)\r
794                         self.stat_canswallow = 2;\r
795                 else\r
796                         self.stat_canswallow = 1;\r
797 \r
798                 if(self.BUTTON_ATCK)\r
799                         Vore_SwallowStep(prey);\r
800         }\r
801         else if(prey != world)\r
802                 self.stat_canswallow = -1;\r
803 \r
804         // toggle digestion, if the player has someone in their stomach\r
805         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
806         {\r
807                 if(self.stomach_load)\r
808                 {\r
809                         if(time > self.digest_button_delay_time)\r
810                         {\r
811                                 self.digesting = !self.digesting;\r
812                                 self.digest_button_delay_time = time + button_delay_time;\r
813                         }\r
814                 }\r
815                 else if(time > self.complain_vore)\r
816                 {\r
817                         play2(self, "misc/forbidden.wav");\r
818                         sprint(self, "There is nothing to digest\n");\r
819                         self.complain_vore = time + complain_delay_time;\r
820                 }\r
821         }\r
822         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
823                 self.digesting = FALSE;\r
824 \r
825         // predator wishes to regurgitate his prey\r
826         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
827         if(!self.regurgitate_prepare)\r
828         {\r
829                 if(self.stomach_load)\r
830                 {\r
831                         if(time > self.regurgitate_button_delay_time)\r
832                         {\r
833                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
834                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
835                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
836                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
837                         }\r
838                 }\r
839                 else if(time > self.complain_vore)\r
840                 {\r
841                         play2(self, "misc/forbidden.wav");\r
842                         sprint(self, "There is nothing to regurgitate\n");\r
843                         self.complain_vore = time + complain_delay_time;\r
844                 }\r
845         }\r
846 \r
847         if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out\r
848         {\r
849                 self.regurgitate_prepare = -1;\r
850                 return;\r
851         }\r
852         if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)\r
853         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
854         {\r
855                 self.regurgitate_prepare = -1;\r
856                 return;\r
857         }\r
858 \r
859         if (self.digesting && self.digestsound_finished < time)\r
860         {\r
861                 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
862                 self.digestsound_finished = time + 0.5;\r
863         }\r
864         if(cvar("g_vore_gurglesound"))\r
865                 Vore_GurgleSound();\r
866 \r
867 // --------------------------------\r
868 // Code that addresses the prey:\r
869 // --------------------------------\r
870 \r
871         if(!self.stat_eaten)\r
872                 return;\r
873 \r
874         if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit\r
875                 self.health = cvar("g_balance_vore_digestion_limit");\r
876 \r
877         // automatically regurgitate prey that has reached their digestion limit\r
878         if(cvar("g_balance_vore_digestion_limit_regurgitate"))\r
879         if(self.health <= cvar("g_balance_vore_digestion_limit"))\r
880         {\r
881                 Vore_Regurgitate(self);\r
882                 return;\r
883         }\r
884 \r
885         // do we stick around inside dead furries? x_x\r
886         if(self.predator.deadflag != DEAD_NO)\r
887         {\r
888                 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out\r
889                 {\r
890                         Vore_Regurgitate(self);\r
891                         return;\r
892                 }\r
893                 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation\r
894                         self.predator.regurgitate_prepare = 0;\r
895         }\r
896 \r
897         // apply delayed regurgitating if it was scheduled\r
898         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
899         {\r
900                 Vore_Regurgitate(self);\r
901                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
902         }\r
903 \r
904         // execute digesting and team healing\r
905         if(self.predator.digesting == TRUE)\r
906                 Vore_Digest();\r
907         if(teams_matter && self.team == self.predator.team)\r
908         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
909                 Vore_Teamheal();\r
910 \r
911         // execute prey commands\r
912         if(self.BUTTON_ATCK)\r
913         {\r
914                 if(cvar("g_vore_kick"))\r
915                         Vore_StomachKick();\r
916         }\r
917         else\r
918                 self.kick_pressed = FALSE;\r
919         if(self.BUTTON_JUMP)\r
920                 Vore_StomachLeave();\r
921 \r
922         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
923         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
924         kh_Key_DropAll(self, FALSE);\r
925 \r
926         // always position camera at the center of the stomach, to reduce probability of the view poking out\r
927         self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;\r
928 }