1 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;
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2 .float complain_vore;
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3 .float vore_oldmovetype, vore_oldsolid;
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5 const float system_delay_time = 0.1;
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6 const float complain_delay_time = 1;
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7 const float button_delay_time = 0.5;
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9 entity Swallow_player_check()
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11 // check if we can swallow a player instead of firing our weapon
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13 float swallow_range;
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14 vector vore_w_shotorg, vore_w_shotdir;
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16 swallow_range = cvar("g_balance_vore_swallow_range");
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17 if(cvar("g_healthsize")) // we can swallow from further or closer based on our size
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18 swallow_range *= self.scale;
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19 makevectors(self.angles);
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20 vore_w_shotorg = self.origin;
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21 vore_w_shotdir = v_forward;
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23 if(self.antilag_debug)
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24 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);
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26 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));
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27 if(trace_fraction < 1)
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28 if(trace_ent.classname == "player")
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33 float Swallow_condition_check(entity prey)
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35 // checks the necessary conditions for swallowing a player
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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
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39 if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
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40 if(!self.BUTTON_REGURGITATE && time > self.action_delay)
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43 prey_mass = cvar("g_balance_vore_load_prey_mass");
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44 if(cvar("g_healthsize"))
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45 prey_mass *= prey.scale;
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47 string swallow_complain;
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48 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))
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49 swallow_complain = "You cannot swallow your team mates\n";
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50 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)
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51 swallow_complain = "You cannot swallow someone protected by the spawn shield\n";
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52 else if(self.stomach_load + prey_mass > self.stomach_maxload)
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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");
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54 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
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55 swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";
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56 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)
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57 swallow_complain = "You cannot swallow someone larger than you\n";
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59 if(swallow_complain != "")
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61 if(time > self.complain_vore && self.BUTTON_ATCK)
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63 play2(self, "misc/forbidden.wav");
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64 sprint(self, swallow_complain);
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65 self.complain_vore = time + complain_delay_time;
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74 float Stomach_TeamMates_check(entity pred)
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76 // checks if a player's stomach contains any team mates
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81 FOR_EACH_PLAYER(head)
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83 if(head.predator == pred && head.team == pred.team)
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90 float Stomach_HasLivePrey(entity pred)
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93 FOR_EACH_PLAYER(head)
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95 if(head.predator == pred)
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96 if(head.deadflag == DEAD_NO)
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102 float Vore_CanLeave()
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104 if(self.stat_eaten)
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106 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving
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108 if(teams_matter && self.team == self.predator.team)
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110 if(g_rpg && cvar("g_rpg_canleave"))
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116 // position the camera properly for prey
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117 void Vore_SetPreyPositions(entity pred)
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119 // pred is the predator and head is the prey
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123 // In order to allow prey to see each other in the stomach, we must position each occupant differently,
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124 // else all players overlap in the center. To do this, we use a random origin on all players in the same stomach.
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125 FOR_EACH_PLAYER(head)
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127 if(head.predator == pred)
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129 // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset
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130 head.view_ofs_x = PL_PREY_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance");
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131 head.view_ofs_y = PL_PREY_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance");
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132 head.view_ofs_z = PL_PREY_VIEW_OFS_z;
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137 .float gurgle_oldstomachload;
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138 void Vore_GurgleSound()
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140 if(time > self.gurglesound_finished || (self.gurgle_oldstomachload != self.stomach_load && !self.digesting))
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142 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE, VOL_BASE);
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144 // yes, hard coded sound length. I know it's bad but what can I do?
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145 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))
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146 self.gurglesound_finished = time + 11 * pow(self.scale, -cvar("g_healthsize_pitch")); // modified sound pitch, based on player scale
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148 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?
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150 self.gurgle_oldstomachload = self.stomach_load;
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154 void Vore_AutoDigest(entity e)
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156 // if the predator has the autodigest preference enabled, begin digesting new prey automatically
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158 if(!cvar("g_vore_digestion") || e.digesting)
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161 return; // RPG is choice based, so don't do things automatically there
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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
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164 if(clienttype(e) != CLIENTTYPE_REAL)
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165 return; // this feature is only for players, not bots
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166 if(Stomach_TeamMates_check(e))
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167 return; // never begin automatic digestion if we've swallowed a team mate
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169 e.digesting = TRUE;
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172 void Vore_StomachLoad_Apply()
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174 // apply stomach weight that makes you heavier and larger the more you eat
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175 // slowing the player is done in cl_physics.qc
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176 if(self.classname != "player")
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180 float prey_mass, final_load;
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182 // apply the stomach capacity of the predator
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183 self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");
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184 if(cvar("g_healthsize"))
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185 self.stomach_maxload *= self.scale;
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186 self.stomach_maxload = ceil(self.stomach_maxload);
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190 if(e.predator == self)
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192 prey_mass = cvar("g_balance_vore_load_prey_mass");
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193 if(cvar("g_healthsize"))
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194 prey_mass *= e.scale;
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195 final_load += ceil(prey_mass);
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196 if(self.cvar_cl_vore_autodigest > 1)
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197 Vore_AutoDigest(self);
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200 for(e = world; (e = find(e, classname, "consumable")); )
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202 if(e.predator == self)
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204 final_load += ceil(e.dmg);
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205 if(self.cvar_cl_vore_autodigest > 0)
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206 Vore_AutoDigest(self);
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209 self.stomach_load = final_load;
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212 self.gravity = 1 * (cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_weight")) : 1) + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");
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213 if(!self.gravity && self.stomach_load)
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214 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity
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217 .entity swallow_model;
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218 float Vore_GulletModel_CustomizeEntityForClient()
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220 // use the same system as the weapon model
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222 self.viewmodelforclient = self.owner;
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223 self.alpha = self.owner.cvar_cl_vore_gulletmodel;
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225 if(other.classname == "spectator")
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226 if(other.enemy == self.owner)
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228 self.viewmodelforclient = other;
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229 self.alpha = other.cvar_cl_vore_gulletmodel;
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235 void Vore_GulletModel_Think()
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237 // update the position of the swallow model to match our swallow progress
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239 dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress
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240 if(cvar("g_healthsize"))
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241 dist *= self.scale;
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242 self.view_ofs = '1 0 0' * dist;
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244 // if our swallow progress is gone or we are dead, the swallow model also goes away
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245 if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")
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247 remove(self.owner.swallow_model);
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248 self.owner.swallow_model = world;
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252 // properties that should update whenever possible, but when the predator is not available
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253 self.nextthink = time;
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256 void Vore_GulletModel_Update(entity prey, entity pred)
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258 // if we don't have a swallow model already, spawn one
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259 if(!prey.swallow_model)
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261 prey.swallow_model = spawn();
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262 prey.swallow_model.movetype = MOVETYPE_FOLLOW;
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263 prey.swallow_model.solid = SOLID_NOT;
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264 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob
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265 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls
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266 prey.swallow_model.owner = prey;
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267 prey.swallow_model.customizeentityforclient = Vore_GulletModel_CustomizeEntityForClient;
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268 prey.swallow_model.think = Vore_GulletModel_Think;
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269 prey.swallow_model.nextthink = time;
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272 // properties that should update whenever possible, but when the predator is available
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273 string player_gulletmodel;
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274 player_gulletmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_gullet.iqm"); // 4 is the extension length
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275 if(prey.swallow_model.model != player_gulletmodel) // player model can be changed while the predator is active
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276 setmodel(prey.swallow_model, player_gulletmodel);
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277 if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active
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278 prey.swallow_model.skin = pred.skin;
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279 if(cvar("g_healthsize"))
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280 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference
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281 if(prey.swallow_model.enemy != pred)
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282 prey.swallow_model.enemy = pred; // enemy is the predator
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283 if(prey.swallow_model.colormap != pred.colormap)
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284 prey.swallow_model.colormap = pred.colormap; // pants and shirt color
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285 if(prey.swallow_model.glowmod != pred.glowmod)
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286 prey.swallow_model.glowmod = pred.glowmod; // glow color
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291 void Vore_Swallow(entity e)
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293 // this player is being swallowed by another player, apply the proper changes
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295 e.vore_oldmovetype = e.movetype;
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296 e.vore_oldsolid = e.solid;
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297 e.punchvector_z = cvar("g_balance_vore_swallow_prey_punchvector");
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300 setorigin(e, e.predator.origin);
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301 e.velocity = '0 0 0';
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302 e.movetype = MOVETYPE_FOLLOW;
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303 e.solid = SOLID_NOT;
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304 e.aiment = e.predator; // follow the predator, automatically unset when regurgitated
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307 scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect
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309 // drop keys (KH) and flags (CTF) when we get swallowed
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310 kh_Key_DropAll(e, FALSE);
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312 DropFlag(e.flagcarried, world, e.predator);
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314 if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))
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315 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));
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317 if(teams_matter && e.team == e.predator.team)
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319 if(cvar("g_vore_kick"))
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320 centerprint(e, "^3You have been swallowed by a team mate, don't kick!");
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321 if(cvar("g_vore_digestion"))
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322 centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");
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325 PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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326 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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327 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;
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328 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;
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329 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle") * scalediff;
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330 e.predator.regurgitate_prepare = 0;
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331 e.predator.spawnshieldtime = 0; // lose spawn shield when we vore
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332 e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them
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333 Vore_SetPreyPositions(e.predator);
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335 // block firing for a small amount of time, or we'll be firing the next frame after we swallow
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336 e.predator.weapon_delay = time + button_delay_time;
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337 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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338 e.system_delay = e.predator.system_delay = time + system_delay_time;
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339 e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed
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342 void Vore_SwallowStep(entity e)
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344 if(!cvar("g_balance_vore_swallow_speed_fill_player"))
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350 // when the predator starts swallowing, play his grab sound
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351 if(!self.swallow_progress_pred)
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352 PlayerSound(self, playersound_grab, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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354 Vore_GulletModel_Update(e, self);
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356 // increase the progress value until it reaches 1, then swallow the player
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357 if(e.swallow_progress_prey < 1)
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360 fill = cvar("g_balance_vore_swallow_speed_fill_player") * frametime;
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361 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff_player")) // fill rate depends on predator size compared to prey size
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362 fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_player"));
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363 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load
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364 fill *= (1 - ((e.stomach_load / e.stomach_maxload) * bound(0, cvar("g_balance_vore_swallow_speed_fill_stomachload"), 1)));
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366 // skill-based speed offset for bots
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367 if(skill && cvar("skill_offset"))
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370 ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset"));
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371 if(clienttype(self) == CLIENTTYPE_BOT)
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373 if(clienttype(e) == CLIENTTYPE_BOT)
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377 e.swallow_progress_prey += fill;
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382 e.swallow_progress_prey = 0;
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385 // the predator's progress is how much the prey got swallowed
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386 self.swallow_progress_pred = e.swallow_progress_prey;
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389 void Vore_Regurgitate(entity e)
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391 // this player is being regurgitated by their predator, apply the proper changes
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393 e.movetype = e.vore_oldmovetype;
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394 if(e.health > 0) // leave SOLID_NOT for dead bodies
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395 e.solid = e.vore_oldsolid;
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396 e.view_ofs_z = PL_VIEW_OFS_z;
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397 e.punchvector_z = -cvar("g_balance_vore_regurgitate_prey_punchvector");
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399 // if the prey has been fully digested, silently detach them
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400 if(cvar("g_balance_vore_regurgitate_death_silent"))
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401 if(e.deadflag != DEAD_NO && e.health <= cvar("g_balance_vore_digestion_limit"))
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403 e.predator = world;
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404 e.modelindex = 0; // hide the dead body
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409 scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : 1; // the tighter the gut, the greater the effect
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411 // apply velocities
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412 makevectors(e.predator.v_angle);
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413 e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;
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414 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;
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415 e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits
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416 e.pushltime = time + cvar("g_maxpushtime");
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418 // if the dead body of the prey is below gibbing health, gib it
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419 e.stat_eaten = 0; // necessary for gibs to show
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420 PlayerGib(e, e.predator);
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422 // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable
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423 if(cvar("g_balance_vore_swallow_speed_fill_player") && cvar("g_balance_vore_regurgitate_swallowprogress"))
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425 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");
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426 Vore_GulletModel_Update(e, e.predator);
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429 // apply regurgitation damage to the predator
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430 if(cvar("g_balance_vore_regurgitate_damage"))
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432 float regurgitate_dmg;
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433 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");
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434 if(cvar("g_healthsize"))
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435 regurgitate_dmg *= e.scale / e.predator.scale;
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436 Damage(e.predator, e, e, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');
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439 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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440 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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441 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));
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442 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;
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443 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;
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444 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle") * scalediff;
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445 e.predator.regurgitate_prepare = 0;
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446 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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447 Vore_SetPreyPositions(e.predator);
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449 // block firing for a small amount of time, or we'll be firing the next frame
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450 e.weapon_delay = time + button_delay_time;
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451 e.system_delay = e.predator.system_delay = time + system_delay_time;
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452 e.predator = world;
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455 void Vore_Disconnect(float consumables)
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457 // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances
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460 // prey disconnects or goes spectating while inside someone's belly
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461 if(self.stat_eaten)
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462 Vore_Regurgitate(self);
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464 // pred disconnects or goes spectating with players in their belly
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466 FOR_EACH_PLAYER(head)
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468 if(head.predator == self)
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469 Vore_Regurgitate(head);
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471 // remove consumable items when we disconnect
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474 for(e = world; (e = find(e, classname, "consumable")); )
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476 if(e.predator == self)
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477 Item_Consumable_Remove(e, TRUE);
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481 self.stomach_load = self.gravity = 0; // prevents a bug
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482 Vore_GurgleSound(); // stop the gurgling sound
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485 .float digestion_step;
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488 // apply digestion to prey
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490 if(self.predator.deadflag != DEAD_NO) // dead predators don't digest
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492 self.predator.digesting = FALSE;
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495 if(self.health <= cvar("g_balance_vore_digestion_limit")) // don't digest below this amount of health
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498 if(time > self.digestion_step)
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500 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach
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501 float damage, damage_offset;
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504 if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage
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505 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));
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506 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff")) // apply player scale to digestion damage
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507 damage_offset *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_digestion_scalediff"));
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509 if(self.deadflag != DEAD_NO)
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510 damage = cvar("g_balance_vore_digestion_damage_death") / damage_offset;
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512 damage = cvar("g_balance_vore_digestion_damage") / damage_offset;
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514 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');
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515 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))
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517 self.predator.health += damage * cvar("g_balance_vore_digestion_vampire");
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518 self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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521 self.digestion_step = time + vore_steptime;
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524 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))
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525 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));
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528 .float teamheal_step;
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529 void Vore_Teamheal()
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533 if(self.deadflag != DEAD_NO)
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536 if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))
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537 if(time > self.teamheal_step)
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539 self.health += cvar("g_balance_vore_teamheal");
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540 self.teamheal_step = time + vore_steptime;
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542 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator
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543 if(self.health >= cvar("g_balance_vore_teamheal_stable"))
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545 play2(self, "misc/beep.wav");
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546 play2(self.predator, "misc/beep.wav");
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551 .float kick_pressed;
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552 void Vore_StomachKick()
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554 // allows prey to kick the predator's stomach and do some damage or attempt to escape
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556 if(self.deadflag != DEAD_NO)
\r
560 scalediff = pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));
\r
562 if(time > self.stomachkick_delay && !self.kick_pressed)
\r
564 float damage, vol, pitch;
\r
566 damage = cvar("g_balance_vore_kick_damage");
\r
567 force = v_forward * cvar("g_balance_vore_kick_force");
\r
570 // modified sound pitch, based on player scale
\r
571 if(cvar("g_healthsize") && cvar("g_healthsize_pitch"))
\r
572 pitch = pow(self.predator.scale, -cvar("g_healthsize_pitch"));
\r
574 // apply player scale to the damage / force of the kick
\r
575 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))
\r
577 damage *= scalediff;
\r
578 force *= scalediff;
\r
579 vol *= scalediff; // kick sound volume based on the same scale
\r
581 vol = bound(0, vol, 1);
\r
583 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);
\r
584 sound7(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM, 100 * pitch, 0);
\r
585 self.predator.punchangle_x = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;
\r
586 self.predator.punchangle_y = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;
\r
587 self.predator.punchangle_z = crandom() * cvar("g_balance_vore_kick_predator_punchangle") * scalediff;
\r
588 self.punchangle_x = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;
\r
589 self.punchangle_y = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;
\r
590 self.punchangle_z = crandom() * cvar("g_balance_vore_kick_prey_punchangle") * scalediff;
\r
592 // abort the predator's scheduled regurgitation
\r
593 if(random() < cvar("g_balance_vore_kick_cutregurgitate"))
\r
594 self.predator.regurgitate_prepare = 0;
\r
596 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");
\r
597 if(cvar("g_balance_vore_kick_repress"))
\r
598 if not(clienttype(self) == CLIENTTYPE_BOT) // not for bots, to prevent an issue
\r
599 self.kick_pressed = TRUE;
\r
603 void Vore_StomachLeave()
\r
605 // allows players to get out of their predator at will in some circumstances, such as team mates
\r
607 if(self.deadflag != DEAD_NO)
\r
610 if(Vore_CanLeave())
\r
611 Vore_Regurgitate(self);
\r
612 else if(time > self.complain_vore)
\r
614 play2(self, "misc/forbidden.wav");
\r
615 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));
\r
616 self.complain_vore = time + complain_delay_time;
\r
620 void Vore_AutoTaunt()
\r
622 // triggers ambient vore taunts, for both pred and prey
\r
627 if((self.swallow_progress_pred || (self.stomach_load && Stomach_HasLivePrey(self))) && !Stomach_TeamMates_check(self))
\r
629 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
631 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
632 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);
\r
635 else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)
\r
637 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it
\r
638 SetAutoTaunt(self, 0, 0);
\r
642 if((self.swallow_progress_prey || (self.stat_eaten && !(teams_matter && self.team == self.predator.team))) && self.deadflag == DEAD_NO)
\r
644 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played
\r
646 taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");
\r
647 SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);
\r
650 else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)
\r
652 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it
\r
653 SetAutoTaunt(self, 0, 0);
\r
657 void Vore_SetSbarRings()
\r
659 // first clear the ring stats, then configure them if needed
\r
660 self.stat_sbring1_type = self.stat_sbring1_clip = 0;
\r
661 self.stat_sbring2_type = self.stat_sbring2_clip = 0;
\r
663 if(self.stat_eaten)
\r
665 if(time <= self.stomachkick_delay)
\r
667 self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress
\r
668 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
673 if(self.swallow_progress_pred)
\r
675 self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress
\r
676 self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);
\r
678 else if(time <= self.action_delay)
\r
680 self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress
\r
681 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
684 if(self.swallow_progress_prey)
\r
686 self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress
\r
687 self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);
\r
689 else if(time <= self.regurgitate_prepare)
\r
691 self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress
\r
692 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
697 .float regurgitatecolor_particles_tick;
\r
700 // main vore code, this is where it all happens
\r
704 if(!self.stat_eaten)
\r
705 if(self.modelindex) // not if we're a gibbed dead body or not visible any more
\r
707 if(self.colormod != '1 1 1')
\r
709 // slowly wash stomach fluids off players once they're out of the stomach
\r
710 if(cvar("g_vore_regurgitatecolor_fade"))
\r
711 if(self.deadflag == DEAD_NO) // not for dead bodies
\r
714 goo_fade = cvar("g_vore_regurgitatecolor_fade") * frametime;
\r
715 goo_fade *= 1 + self.waterlevel; // fade faster when underwater
\r
717 self.colormod_x += goo_fade;
\r
718 if(self.colormod_x > 1)
\r
719 self.colormod_x = 1;
\r
720 self.colormod_y += goo_fade;
\r
721 if(self.colormod_y > 1)
\r
722 self.colormod_y = 1;
\r
723 self.colormod_z += goo_fade;
\r
724 if(self.colormod_z > 1)
\r
725 self.colormod_z = 1;
\r
728 // constant particles falling off dirty players
\r
729 if(cvar("g_vore_regurgitatecolor_particles"))
\r
730 if(self.regurgitatecolor_particles_tick < time)
\r
732 pointparticles(particleeffectnum("vore_regurgitate_constant"), self.origin, '0 0 0', floor((cvar("g_healthsize") ? self.scale : 1) * PARTICLE_MULTIPLIER));
\r
733 self.regurgitatecolor_particles_tick = time + cvar("g_vore_regurgitatecolor_particles") * vlen(self.colormod); // particle time depends on how dirty the player is
\r
737 // set all vore stats
\r
738 Vore_SetSbarRings();
\r
739 if(self.predator.classname == "player")
\r
741 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board
\r
742 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board
\r
743 self.stat_digesting = self.predator.digesting; // necessary for the stomach board
\r
744 self.stat_eaten = num_for_edict(self.predator);
\r
748 self.stat_stomachload = self.stomach_load;
\r
749 self.stat_stomachmaxload = self.stomach_maxload;
\r
750 self.stat_digesting = self.digesting;
\r
751 self.stat_eaten = 0;
\r
753 self.stat_canleave = Vore_CanLeave();
\r
755 // don't allow a player inside a player inside another player :)
\r
756 // prevent this by checking if such has happened, and taking the proper measures
\r
757 // this code has a high priority and must not be stopped by any delay, so run it here
\r
758 if(self.predator.stat_eaten)
\r
759 Vore_Regurgitate(self);
\r
761 // the swallow progress of prey and preds idly decrease by this amount
\r
762 if(cvar("g_balance_vore_swallow_speed_decrease"))
\r
764 if(self.swallow_progress_pred)
\r
765 self.swallow_progress_pred = max(0, self.swallow_progress_pred - cvar("g_balance_vore_swallow_speed_decrease") * frametime);
\r
766 if(self.swallow_progress_prey)
\r
767 self.swallow_progress_prey = max(0, self.swallow_progress_prey - cvar("g_balance_vore_swallow_speed_decrease") * frametime);
\r
770 // set the predator's stomach load and capacity
\r
771 Vore_StomachLoad_Apply();
\r
773 // apply delays and skip the vore system under some circumstances
\r
774 if(!cvar("g_vore")) // the vore system is disabled
\r
776 Vore_Disconnect(TRUE);
\r
779 if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins
\r
781 Vore_Disconnect(FALSE);
\r
784 if(self.spectatee_status)
\r
786 if(time < self.system_delay)
\r
789 // --------------------------------
\r
790 // Code that addresses predators:
\r
791 // --------------------------------
\r
794 prey = Swallow_player_check();
\r
796 // attempt to swallow our new prey if we pressed the attack button, and there's any in range
\r
797 self.stat_canswallow = 0;
\r
798 if(Swallow_condition_check(prey))
\r
800 // canswallow stat, used by the HUD
\r
801 if(teams_matter && prey.team == self.team)
\r
802 self.stat_canswallow = 2;
\r
804 self.stat_canswallow = 1;
\r
806 if(self.BUTTON_ATCK)
\r
807 Vore_SwallowStep(prey);
\r
809 else if(prey != world)
\r
810 self.stat_canswallow = -1;
\r
812 // toggle digestion, if the player has someone in their stomach
\r
813 if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))
\r
815 if(self.stomach_load)
\r
817 if(time > self.digest_button_delay_time)
\r
819 self.digesting = !self.digesting;
\r
820 self.digest_button_delay_time = time + button_delay_time;
\r
823 else if(time > self.complain_vore)
\r
825 play2(self, "misc/forbidden.wav");
\r
826 sprint(self, "There is nothing to digest\n");
\r
827 self.complain_vore = time + complain_delay_time;
\r
830 if(!self.stomach_load || !cvar("g_vore_digestion"))
\r
831 self.digesting = FALSE;
\r
833 // predator wishes to regurgitate his prey
\r
834 if(self.BUTTON_REGURGITATE && time > self.action_delay)
\r
835 if(!self.regurgitate_prepare)
\r
837 if(self.stomach_load)
\r
839 if(time > self.regurgitate_button_delay_time)
\r
841 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");
\r
842 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
\r
843 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation
\r
844 self.regurgitate_button_delay_time = time + button_delay_time;
\r
847 else if(time > self.complain_vore)
\r
849 play2(self, "misc/forbidden.wav");
\r
850 sprint(self, "There is nothing to regurgitate\n");
\r
851 self.complain_vore = time + complain_delay_time;
\r
855 if(self.stomach_load > self.stomach_maxload) // the predator got beyond his capacity after eating, so some prey must pop out
\r
857 self.regurgitate_prepare = -1;
\r
860 if(cvar("g_balance_vore_load_pred_speedcap") && self.stomach_load)
\r
861 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
863 self.regurgitate_prepare = -1;
\r
867 if (self.digesting && self.digestsound_finished < time)
\r
869 PlayerSound (self, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
870 self.digestsound_finished = time + 0.5;
\r
872 if(cvar("g_vore_gurglesound"))
\r
873 Vore_GurgleSound();
\r
875 // --------------------------------
\r
876 // Code that addresses the prey:
\r
877 // --------------------------------
\r
879 if(!self.stat_eaten)
\r
882 if(self.deadflag != DEAD_NO && self.health < cvar("g_balance_vore_digestion_limit")) // make sure health doesn't go below the limit
\r
883 self.health = cvar("g_balance_vore_digestion_limit");
\r
885 // automatically regurgitate prey that has reached their digestion limit
\r
886 if(cvar("g_balance_vore_digestion_limit_regurgitate"))
\r
887 if(self.health <= cvar("g_balance_vore_digestion_limit"))
\r
889 Vore_Regurgitate(self);
\r
893 // do we stick around inside dead furries? x_x
\r
894 if(self.predator.deadflag != DEAD_NO)
\r
896 if(!cvar("g_balance_vore_deadpredator") || !self.predator.modelindex) // if the predator is gibbed, we are out
\r
898 Vore_Regurgitate(self);
\r
901 if(self.predator.regurgitate_prepare) // abort scheduled regurgitation
\r
902 self.predator.regurgitate_prepare = 0;
\r
905 // apply delayed regurgitating if it was scheduled
\r
906 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
\r
908 Vore_Regurgitate(self);
\r
909 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
\r
912 // execute digesting and team healing
\r
913 if(self.predator.digesting == TRUE)
\r
915 if(teams_matter && self.team == self.predator.team)
\r
916 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
\r
919 // execute prey commands
\r
920 if(self.BUTTON_ATCK)
\r
922 if(cvar("g_vore_kick"))
\r
923 Vore_StomachKick();
\r
926 self.kick_pressed = FALSE;
\r
927 if(self.BUTTON_JUMP)
\r
928 Vore_StomachLeave();
\r
930 // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach
\r
931 // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
\r
932 kh_Key_DropAll(self, FALSE);
\r
934 // always position camera at the center of the stomach, to reduce probability of the view poking out
\r
935 self.view_ofs_z = PL_PREY_VIEW_OFS_z * self.predator.scale;
\r