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Adapt the speedcap to the new system
[voretournament/voretournament.git] / data / qcsrc / server / vore.qc
1 .float regurgitate_prepare;\r
2 .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         float swallow_range;\r
16         vector vore_w_shotorg, vore_w_shotdir;\r
17 \r
18         swallow_range = cvar("g_balance_vore_swallow_range");\r
19         if(cvar("g_healthsize")) // we can swallow from further or closer based on our size\r
20                 swallow_range *= self.scale;\r
21         makevectors(self.angles);\r
22         vore_w_shotorg = self.origin;\r
23         vore_w_shotdir = v_forward;\r
24 \r
25         if(self.antilag_debug)\r
26                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug);\r
27         else\r
28                 WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self));\r
29         if(trace_fraction < 1)\r
30         if(trace_ent.classname == "player")\r
31                 return trace_ent;\r
32         return world;\r
33 }\r
34 \r
35 float Swallow_condition_check(entity prey)\r
36 {\r
37         // checks the necessary conditions for swallowing a player\r
38 \r
39         if(prey != self)\r
40         if(prey.classname == "player" && !prey.stat_eaten && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
41         if(self.classname == "player" && !self.stat_eaten && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
42         if(!self.BUTTON_REGURGITATE && time > self.action_delay)\r
43         if not(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.velocity) >= (self.stomach_load / self.stomach_maxload) / cvar("g_balance_vore_load_pred_speedcap"))\r
44         {\r
45                 string swallow_complain;\r
46                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
47                         swallow_complain = "You cannot swallow your team mates\n";\r
48                 else if(!cvar("g_vore_spawnshield") && prey.spawnshieldtime > time)\r
49                         swallow_complain = "You cannot swallow someone protected by the spawn shield\n";\r
50                 else if(self.stomach_load >= self.stomach_maxload)\r
51                         swallow_complain = "You do not have any more room to swallow this player.\n";\r
52                 else if(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)\r
53                         swallow_complain = "You cannot swallow someone with a bigger stomach than yours\n";\r
54                 else if(cvar("g_vore_biggersize") && prey.scale > self.scale)\r
55                         swallow_complain = "You cannot swallow someone larger than you\n";\r
56 \r
57                 if(swallow_complain != "")\r
58                 {\r
59                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
60                         {\r
61                                 play2(self, "misc/forbidden.wav");\r
62                                 sprint(self, swallow_complain);\r
63                                 self.complain_vore = time + complain_delay_time;\r
64                         }\r
65                         return FALSE;\r
66                 }\r
67                 return TRUE;\r
68         }\r
69         return FALSE;\r
70 }\r
71 \r
72 float Stomach_TeamMates_check(entity pred)\r
73 {\r
74         // checks if a player's stomach contains any team mates\r
75 \r
76         entity head;\r
77         if(teams_matter)\r
78         {\r
79                 FOR_EACH_PLAYER(head)\r
80                 {\r
81                         if(head.predator == pred && head.team == pred.team)\r
82                                 return TRUE;\r
83                 }\r
84         }\r
85         return FALSE;\r
86 }\r
87 \r
88 float Vore_CanLeave()\r
89 {\r
90         if(self.stat_eaten)\r
91         {\r
92                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
93                         return TRUE;\r
94                 if(teams_matter && self.team == self.predator.team)\r
95                         return TRUE;\r
96                 if(g_rpg && cvar("g_rpg_canleave"))\r
97                         return TRUE;\r
98         }\r
99         return FALSE;\r
100 }\r
101 \r
102 // position the camera properly for prey\r
103 void Vore_SetPreyPositions()\r
104 {\r
105         // self is the predator and head is the prey\r
106 \r
107         local entity head;\r
108         local vector origin_apply;\r
109         local float position_counter;\r
110 \r
111         // In order to allow prey to see each other in the stomach, we must position each occupant differently,\r
112         // else all players overlap in the center. To do this, we run a loop on all players in the same stomach.\r
113         // For each player, the origin is updated, then a new origin is used for the next player.\r
114         // This requires that no more than 9 players may be in the stomach at a time!\r
115         FOR_EACH_PLAYER(head)\r
116         {\r
117                 if(head.predator == self)\r
118                 {\r
119                         switch(position_counter)\r
120                         {\r
121                                 case 0:\r
122                                         origin_apply = '0 0 0'; // first occupant sits in the middle\r
123                                         break;\r
124                                 case 1:\r
125                                         origin_apply = '1 0 0'; // second occupant sits in the front\r
126                                         break;\r
127                                 case 2:\r
128                                         origin_apply = '-1 0 0'; // third occupant sits in the back\r
129                                         break;\r
130                                 case 3:\r
131                                         origin_apply = '0 1 0'; // fourth occupant sits in the right\r
132                                         break;\r
133                                 case 4:\r
134                                         origin_apply = '0 -1 0'; // fifth occupant sits in the left\r
135                                         break;\r
136                                 case 5:\r
137                                         origin_apply = '1 1 0'; // sixth occupant sits in the front-right\r
138                                         break;\r
139                                 case 6:\r
140                                         origin_apply = '-1 1 0'; // seventh occupant sits in the back-right\r
141                                         break;\r
142                                 case 7:\r
143                                         origin_apply = '1 -1 0'; // eigth occupant sits in the front-left\r
144                                         break;\r
145                                 case 8:\r
146                                         origin_apply = '-1 -1 0'; // ninth occupant sits in the back-left\r
147                                         break;\r
148                                 default:\r
149                                         break;\r
150                         }\r
151 \r
152                         // since prey have their predators set as an aiment, view_ofs will specify the real origin of prey, not just the view offset\r
153                         head.view_ofs = PL_PREY_VIEW_OFS + origin_apply * cvar("g_vore_neighborprey_distance");\r
154                         head.view_ofs_z *= self.scale; // stomach center depends on predator scale\r
155 \r
156                         // change prey height based on scale\r
157                         float prey_height;\r
158                                 prey_height = (head.scale - self.scale) * cvar("g_healthsize_vore_pos");\r
159                         head.view_ofs_z += prey_height;\r
160 \r
161                         position_counter += 1;\r
162                 }\r
163         }\r
164 }\r
165 \r
166 .float gurgle_oldstomachload;\r
167 void Vore_GurgleSound()\r
168 {\r
169         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
170         {\r
171                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
172 \r
173                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
174                 self.gurgle_oldstomachload = self.stomach_load;\r
175         }\r
176 }\r
177 \r
178 void Vore_StomachLoad_Apply()\r
179 {\r
180         // apply stomach weight that makes you heavier and larger the more you eat\r
181         // slowing the player is done in cl_physics.qc\r
182 \r
183         entity e;\r
184         float vore_mass;\r
185 \r
186         // apply the stomach capacity of the predator\r
187         self.stomach_maxload = cvar("g_balance_vore_load_pred_capacity");\r
188         if(cvar("g_healthsize"))\r
189                 self.stomach_maxload *= self.scale;\r
190         self.stomach_maxload = floor(self.stomach_maxload);\r
191 \r
192         self.stomach_load = 0; // start from zero\r
193         FOR_EACH_PLAYER(e)\r
194         {\r
195                 if(e.predator == self && e.classname == "player")\r
196                 {\r
197                         vore_mass = cvar("g_balance_vore_load_prey_mass");\r
198                         if(cvar("g_healthsize"))\r
199                                 vore_mass *= e.scale;\r
200                         self.stomach_load += floor(vore_mass);\r
201                 }\r
202         }\r
203 \r
204         // apply weight\r
205         self.gravity = 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_weight");\r
206         if(!self.gravity && self.stomach_load)\r
207                 self.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
208 }\r
209 \r
210 void Vore_AutoDigest(entity e)\r
211 {\r
212         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
213 \r
214         if(!cvar("g_vore_digestion") || e.digesting)\r
215                 return;\r
216         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
217                 return; // this feature is only for players, not bots\r
218         if(e.stomach_load > 1)\r
219                 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
220         if(Stomach_TeamMates_check(e))\r
221                 return; // never begin automatic digestion if we've swallowed a team mate\r
222 \r
223         e.digesting = TRUE;\r
224 }\r
225 \r
226 .entity swallow_model;\r
227 float Vore_SwallowModel_CustomizeEntityForClient()\r
228 {\r
229         // use the same system as the weapon model\r
230 \r
231         self.viewmodelforclient = self.owner;\r
232         self.alpha = self.owner.cvar_cl_vore_swallowmodel;\r
233 \r
234         if(other.classname == "spectator")\r
235         if(other.enemy == self.owner)\r
236         {\r
237                 self.viewmodelforclient = other;\r
238                 self.alpha = other.cvar_cl_vore_swallowmodel;\r
239         }\r
240 \r
241         return TRUE;\r
242 }\r
243 \r
244 void Vore_SwallowModel_Think()\r
245 {\r
246         // update the position of the swallow model to match our swallow progress\r
247         float dist;\r
248         dist = (-0.5 + self.owner.swallow_progress_prey) * cvar("g_vore_swallowmodel_range"); // the model is centered at 0.5 progress\r
249         if(cvar("g_healthsize"))\r
250                 dist *= self.scale;\r
251         self.view_ofs = '1 0 0' * dist;\r
252 \r
253         // if our swallow progress is gone or we are dead, the swallow model also goes away\r
254         if(!self.owner.swallow_progress_prey || self.owner.deadflag != DEAD_NO || self.owner.classname != "player")\r
255         {\r
256                 remove(self.owner.swallow_model);\r
257                 self.owner.swallow_model = world;\r
258                 return;\r
259         }\r
260 \r
261         // properties that should update whenever possible, but when the predator is not available\r
262         self.nextthink = time;\r
263 }\r
264 \r
265 void Vore_SwallowModel_Update(entity prey, entity pred)\r
266 {\r
267         // if we don't have a swallow model already, spawn one\r
268         if(!prey.swallow_model)\r
269         {\r
270                 prey.swallow_model = spawn();\r
271                 prey.swallow_model.movetype = MOVETYPE_FOLLOW;\r
272                 prey.swallow_model.solid = SOLID_NOT;\r
273                 //prey.swallow_model.effects |= EF_NOGUNBOB; // let it bob\r
274                 prey.swallow_model.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
275                 prey.swallow_model.owner = prey;\r
276                 prey.swallow_model.customizeentityforclient = Vore_SwallowModel_CustomizeEntityForClient;\r
277                 prey.swallow_model.think = Vore_SwallowModel_Think;\r
278                 prey.swallow_model.nextthink = time;\r
279         }\r
280 \r
281         // properties that should update whenever possible, but when the predator is available\r
282         string player_swallowmodel;\r
283         player_swallowmodel = strcat(substring(pred.playermodel, 0, strlen(pred.playermodel) - 4), "_swallow.md3"); // 4 is the extension length\r
284         if(prey.swallow_model.model != player_swallowmodel) // player model can be changed while the predator is active\r
285                 setmodel(prey.swallow_model, player_swallowmodel);\r
286         if(prey.swallow_model.skin != pred.skin) // player skin can be changed while the predator is active\r
287                 prey.swallow_model.skin = pred.skin;\r
288         if(cvar("g_healthsize"))\r
289                 prey.swallow_model.scale = pred.scale / prey.scale; // player size difference\r
290         if(prey.swallow_model.enemy != pred)\r
291                 prey.swallow_model.enemy = pred; // enemy is the predator\r
292         if(prey.swallow_model.colormap != pred.colormap)\r
293                 prey.swallow_model.colormap = pred.colormap; // pants and shirt color\r
294         if(prey.swallow_model.glowmod != pred.glowmod)\r
295                 prey.swallow_model.glowmod = pred.glowmod; // glow color\r
296 }\r
297 \r
298 .entity pusher;\r
299 .float pushltime;\r
300 void Vore_Swallow(entity e)\r
301 {\r
302         // this player is being swallowed by another player, apply the proper changes\r
303 \r
304         e.vore_oldmovetype = e.movetype;\r
305         e.vore_oldsolid = e.solid;\r
306 \r
307         e.predator = self;\r
308         setorigin(e, e.predator.origin);\r
309         e.velocity = '0 0 0';\r
310         e.movetype = MOVETYPE_FOLLOW;\r
311         e.solid = SOLID_NOT;\r
312         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
313 \r
314         // drop keys (KH) and flags (CTF) when we get swallowed\r
315         kh_Key_DropAll(e, FALSE);\r
316         if(e.flagcarried)\r
317                 DropFlag(e.flagcarried, world, e.predator);\r
318 \r
319         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
320                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
321 \r
322         if(teams_matter && e.team == e.predator.team)\r
323         {\r
324                 if(cvar("g_vore_kick"))\r
325                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
326                 if(cvar("g_vore_digestion"))\r
327                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
328         }\r
329 \r
330         PlayerSound(e.predator, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
331         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
332         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
333         e.predator.regurgitate_prepare = 0;\r
334         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
335         e.predator.hitsound += 1; // play this for team mates too, as we could be swallowing them to heal them\r
336         Vore_AutoDigest(e.predator);\r
337 \r
338         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
339         e.predator.weapon_delay = time + button_delay_time;\r
340         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
341         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
342         e.stomachkick_delay = time + cvar("g_balance_vore_kick_delay"); // don't kick immediately after being swallowed\r
343 }\r
344 \r
345 void Vore_SwallowStep(entity e)\r
346 {\r
347         if(!cvar("g_balance_vore_swallow_speed_fill"))\r
348         {\r
349                 Vore_Swallow(e);\r
350                 return;\r
351         }\r
352 \r
353         Vore_SwallowModel_Update(e, self);\r
354 \r
355         // increase the progress value until it reaches 1, then swallow the player\r
356         if(e.swallow_progress_prey < 1)\r
357         {\r
358                 float fill;\r
359                 fill = cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
360                 if(cvar("g_healthsize") && cvar("g_balance_vore_swallow_speed_fill_scalediff")) // fill rate depends on predator size compared to prey size\r
361                         fill *= pow(self.scale / e.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff"));\r
362                 if(cvar("g_balance_vore_swallow_speed_fill_stomachload") && e.stomach_load) // fill rate is influenced by the prey's stomach load\r
363                         fill /= e.stomach_load;\r
364 \r
365                 e.swallow_progress_prey += fill;\r
366         }\r
367         else\r
368         {\r
369                 Vore_Swallow(e);\r
370                 e.swallow_progress_prey = 0;\r
371         }\r
372 \r
373         // the predator's progress is how much the prey got swallowed\r
374         self.swallow_progress_pred = e.swallow_progress_prey;\r
375 }\r
376 \r
377 void Vore_Regurgitate(entity e)\r
378 {\r
379         // this player is being regurgitated by their predator, apply the proper changes\r
380 \r
381         e.movetype = e.vore_oldmovetype;\r
382         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
383                 e.solid = e.vore_oldsolid;\r
384         e.view_ofs_z = PL_VIEW_OFS_z;\r
385 \r
386         // apply velocities\r
387         local vector oldforward, oldright, oldup;\r
388         oldforward = v_forward;\r
389         oldright = v_right;\r
390         oldup = v_up;\r
391         makevectors(e.predator.v_angle);\r
392         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
393         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
394         v_forward = oldforward;\r
395         v_right = oldright;\r
396         v_up = oldup;\r
397 \r
398         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
399         e.pushltime = time + cvar("g_maxpushtime");\r
400 \r
401         // regurgitated prey is given this amount of swallow progress, to simulate being more vulnerable\r
402         if(cvar("g_balance_vore_swallow_speed_fill") && cvar("g_balance_vore_regurgitate_swallowprogress"))\r
403         {\r
404                 e.swallow_progress_prey = cvar("g_balance_vore_regurgitate_swallowprogress");\r
405                 Vore_SwallowModel_Update(e, e.predator);\r
406         }\r
407 \r
408         // apply regurgitation damage to the predator\r
409         if(cvar("g_balance_vore_regurgitate_damage"))\r
410         {\r
411                 float regurgitate_dmg;\r
412                 regurgitate_dmg = cvar("g_balance_vore_regurgitate_damage");\r
413                 if(cvar("g_healthsize"))\r
414                         regurgitate_dmg *= e.scale / e.predator.scale;\r
415                 Damage(e.predator, e.predator, e.predator, regurgitate_dmg, DEATH_REGURGITATION, e.predator.origin, '0 0 0');\r
416         }\r
417 \r
418         PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
419         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
420         pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
421         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
422         e.predator.regurgitate_prepare = 0;\r
423         e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
424 \r
425         // block firing for a small amount of time, or we'll be firing the next frame\r
426         e.weapon_delay = time + button_delay_time;\r
427         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
428         e.predator = world;\r
429 }\r
430 \r
431 void Vore_DeadPrey_Configure(entity e)\r
432 {\r
433         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
434 \r
435         if(e.fakeprey || !e.stat_eaten) // we already configured everything\r
436                 return;\r
437 \r
438         // this entity is like e.predator but for dead prey, to avoid conflicts\r
439         e.fakepredator = e.predator;\r
440         e.fakeprey = TRUE;\r
441 \r
442         // first release the prey from the predator, as dead prey needs to be attached differently\r
443         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
444         e.predator = world;\r
445 \r
446         // now put our dead prey inside the predator's stomach, but only as an effect\r
447         e.movetype = MOVETYPE_FOLLOW;\r
448         e.takedamage = DAMAGE_NO;\r
449         e.solid = SOLID_NOT;\r
450         e.aiment = e.fakepredator;\r
451 }\r
452 \r
453 void Vore_DeadPrey_Detach(entity e)\r
454 {\r
455         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
456         // should only execute after Vore_DeadPrey_Configure has ran first\r
457 \r
458         if not(cvar("g_vore_keepdeadprey"))\r
459                 return;\r
460 \r
461         e.fakepredator = world;\r
462         e.fakeprey = TRUE; // keep fakeprey status\r
463         e.stat_eaten = 0;\r
464         e.aiment = world;\r
465         e.movetype = MOVETYPE_TOSS;\r
466 }\r
467 \r
468 void Vore_PreyRelease(entity e, float pred_disconnect)\r
469 {\r
470         if(pred_disconnect)\r
471         {\r
472                 if(e.fakeprey)\r
473                         Vore_DeadPrey_Detach(e);\r
474                 else\r
475                         Vore_Regurgitate(e);\r
476         }\r
477         else if(self.stat_eaten && !self.fakeprey)\r
478         {\r
479                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
480                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
481                         Vore_DeadPrey_Configure(e);\r
482                 else\r
483                         Vore_Regurgitate(e);\r
484         }\r
485 }\r
486 \r
487 void Vore_Disconnect()\r
488 {\r
489         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
490 \r
491         // prey disconnects or goes spectating while inside someone's belly\r
492         if(self.stat_eaten)\r
493                 Vore_PreyRelease(self, TRUE);\r
494 \r
495         // pred disconnects or goes spectating with players in their belly\r
496         entity head;\r
497         FOR_EACH_PLAYER(head)\r
498         {\r
499                 if(head.predator == self || head.fakepredator == self)\r
500                         Vore_PreyRelease(head, TRUE);\r
501         }\r
502         Vore_GurgleSound(); // stop the gurgling sound\r
503 \r
504         self.stomach_load = self.gravity = 0; // prevents a bug\r
505 }\r
506 \r
507 .float digestion_step;\r
508 void Vore_Digest()\r
509 {\r
510         // apply digestion to prey\r
511 \r
512         if(time > self.digestion_step)\r
513         {\r
514                 // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
515                 float vore_offset;\r
516                 if(cvar("g_balance_vore_digestion_distribute"))\r
517                         vore_offset = self.predator.stomach_maxload / self.predator.stomach_load;\r
518                 else\r
519                         vore_offset = 1;\r
520 \r
521                 float damage;\r
522                 damage = cvar("g_balance_vore_digestion_damage") / vore_offset;\r
523 \r
524                 // apply player scale to digestion damage\r
525                 if(cvar("g_healthsize") && cvar("g_balance_vore_digestion_scalediff"))\r
526                         damage *= pow(self.predator.scale / self.scale, cvar("g_balance_vore_digestion_scalediff"));\r
527 \r
528                 Damage(self, self.predator, self.predator, damage, DEATH_DIGESTION, self.origin, '0 0 0');\r
529                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
530                         self.predator.health += cvar("g_balance_vore_digestion_vampire") / vore_offset;\r
531 \r
532                 if (self.predator.digestsound_finished < time)\r
533                 {\r
534                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
535                         self.predator.digestsound_finished = time + 0.5;\r
536                 }\r
537                 self.digestion_step = time + steptime;\r
538         }\r
539 \r
540         if(self.deadflag != DEAD_NO)\r
541         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
542                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
543 }\r
544 \r
545 .float teamheal_step;\r
546 void Vore_Teamheal()\r
547 {\r
548         // apply teamheal\r
549 \r
550         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
551         if(time > self.teamheal_step)\r
552         {\r
553                 self.health += cvar("g_balance_vore_teamheal");\r
554                 self.teamheal_step = time + steptime;\r
555 \r
556                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
557                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
558                 {\r
559                         play2(self, "misc/beep.wav");\r
560                         play2(self.predator, "misc/beep.wav");\r
561                 }\r
562         }\r
563 }\r
564 \r
565 .float kick_pressed;\r
566 void Vore_StomachKick()\r
567 {\r
568         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
569 \r
570         if(time > self.stomachkick_delay && !self.kick_pressed)\r
571         {\r
572                 float damage, vol;\r
573                 vector force;\r
574                 damage = cvar("g_balance_vore_kick_damage");\r
575                 force = v_forward * cvar("g_balance_vore_kick_force");\r
576                 vol = VOL_BASE;\r
577 \r
578                 // apply player scale to the damage / force of the kick\r
579                 if(cvar("g_healthsize") && cvar("g_balance_vore_kick_scalediff"))\r
580                 {\r
581                         damage *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
582                         force *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff"));\r
583                         vol *= pow(self.scale / self.predator.scale, cvar("g_balance_vore_kick_scalediff")); // kick sound volume based on the same scale\r
584                 }\r
585                 vol = bound(0, vol, 1);\r
586 \r
587                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, force);\r
588                 sound(self.predator, CHAN_PROJECTILE, strcat("weapons/hit", ftos(floor(random() * 8)), ".wav"), vol, ATTN_NORM);\r
589                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
590                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
591 \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
595 \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
600         }\r
601 }\r
602 \r
603 void Vore_StomachLeave()\r
604 {\r
605         // allows players to get out of their predator at will in some circumstances, such as team mates\r
606 \r
607         if(Vore_CanLeave())\r
608                 Vore_Regurgitate(self);\r
609         else if(time > self.complain_vore)\r
610         {\r
611                 play2(self, "misc/forbidden.wav");\r
612                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
613                 self.complain_vore = time + complain_delay_time;\r
614         }\r
615 }\r
616 \r
617 void Vore_AutoTaunt()\r
618 {\r
619         // triggers ambient vore taunts, for both pred and prey\r
620 \r
621         float taunt_time;\r
622 \r
623         // predator taunts\r
624         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
625         {\r
626                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
627                 {\r
628                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
629                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
630                 }\r
631         }\r
632         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
633         {\r
634                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
635                 SetAutoTaunt(self, 0, 0);\r
636         }\r
637 \r
638         // prey taunts\r
639         if(self.stat_eaten && !(teams_matter && self.team == self.predator.team))\r
640         {\r
641                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
642                 {\r
643                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
644                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
645                 }\r
646         }\r
647         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
648         {\r
649                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
650                 SetAutoTaunt(self, 0, 0);\r
651         }\r
652 }\r
653 \r
654 void Vore_SetSbarRings()\r
655 {\r
656         // first clear the ring stats, then configure them if needed\r
657         self.stat_sbring1_type = self.stat_sbring1_clip = 0;\r
658         self.stat_sbring2_type = self.stat_sbring2_clip = 0;\r
659 \r
660         if(self.stat_eaten)\r
661         {\r
662                 if(time <= self.stomachkick_delay)\r
663                 {\r
664                         self.stat_sbring1_type = 3; // ring shows stomach kick delay, empties with progress\r
665                         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
666                 }\r
667         }\r
668         else\r
669         {\r
670                 if(self.swallow_progress_pred)\r
671                 {\r
672                         self.stat_sbring1_type = 1; // ring shows predator swallow progress, fills with progress\r
673                         self.stat_sbring1_clip = bound(0, self.swallow_progress_pred, 1);\r
674                 }\r
675                 else if(time <= self.action_delay)\r
676                 {\r
677                         self.stat_sbring1_type = 2; // ring shows vore action delay, empties with progress\r
678                         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
679                 }\r
680 \r
681                 if(self.swallow_progress_prey)\r
682                 {\r
683                         self.stat_sbring2_type = 1; // ring shows prey swallow progress, fills with progress\r
684                         self.stat_sbring2_clip = bound(0, self.swallow_progress_prey, 1);\r
685                 }\r
686                 else if(time <= self.regurgitate_prepare)\r
687                 {\r
688                         self.stat_sbring2_type = 2; // ring shows regurgitation preparing, fills with progress\r
689                         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
690                 }\r
691         }\r
692 }\r
693 \r
694 void Vore()\r
695 {\r
696         // main vore code, this is where it all happens\r
697 \r
698         Vore_AutoTaunt();\r
699 \r
700         // wash the goo away from players once they leave the stomach\r
701         if(!self.stat_eaten)\r
702         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
703         if(self.colormod)\r
704         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
705         {\r
706                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
707                 if(self.colormod_x > 1)\r
708                         self.colormod_x = 1;\r
709                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
710                 if(self.colormod_y > 1)\r
711                         self.colormod_y = 1;\r
712                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
713                 if(self.colormod_z > 1)\r
714                         self.colormod_z = 1;\r
715         }\r
716 \r
717         // set all vore stats\r
718         Vore_SetSbarRings();\r
719         if(self.fakepredator.classname == "player")\r
720                 self.stat_eaten = num_for_edict(self.fakepredator);\r
721         else if(self.predator.classname == "player")\r
722         {\r
723                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
724                 self.stat_stomachmaxload = self.predator.stomach_maxload; // necessary for the stomach board\r
725                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
726                 self.stat_eaten = num_for_edict(self.predator);\r
727         }\r
728         else\r
729         {\r
730                 self.stat_stomachload = self.stomach_load;\r
731                 self.stat_stomachmaxload = self.stomach_maxload;\r
732                 self.stat_digesting = self.digesting;\r
733                 self.stat_eaten = 0;\r
734         }\r
735         self.stat_canleave = Vore_CanLeave();\r
736 \r
737         // don't allow a player inside a player inside another player :)\r
738         // prevent this by checking if such has happened, and taking the proper measures\r
739         // this code has a high priority and must not be stopped by any delay, so run it here\r
740         if(self.predator.stat_eaten)\r
741         {\r
742                 entity target_predator, target_predator_predator, oldself;\r
743                 target_predator = self.predator;\r
744                 target_predator_predator = self.predator.predator;\r
745 \r
746                 Vore_Regurgitate(self);\r
747 \r
748                 // now steal our prey's prey if this probability applies\r
749                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
750                 {\r
751                         oldself = self;\r
752                         self = target_predator_predator;\r
753                         if(Swallow_condition_check(oldself))\r
754                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
755                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
756                                 Vore_Swallow(oldself);\r
757                         self = oldself;\r
758                 }\r
759         }\r
760 \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
763         {\r
764                 if(self.swallow_progress_pred)\r
765                 {\r
766                         self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
767                         if(self.swallow_progress_pred < 0)\r
768                                 self.swallow_progress_pred = 0;\r
769                 }\r
770                 if(self.swallow_progress_prey)\r
771                 {\r
772                         self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
773                         if(self.swallow_progress_prey < 0)\r
774                                 self.swallow_progress_prey = 0;\r
775                 }\r
776         }\r
777 \r
778         // apply delays and skip the vore system under some circumstances\r
779         if(!cvar("g_vore")) // the vore system is disabled\r
780         {\r
781                 Vore_Disconnect();\r
782                 return;\r
783         }\r
784         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
785         {\r
786                 Vore_Disconnect();\r
787                 return;\r
788         }\r
789         if(self.spectatee_status)\r
790                 return;\r
791         if(time < self.system_delay)\r
792                 return;\r
793 \r
794 // --------------------------------\r
795 // Code that addresses predators:\r
796 // --------------------------------\r
797 \r
798         entity prey;\r
799         prey = Swallow_player_check();\r
800 \r
801         // set the predator's stomach load and capacity\r
802         Vore_StomachLoad_Apply();\r
803 \r
804         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
805         self.stat_canswallow = 0;\r
806         if(Swallow_condition_check(prey))\r
807         {\r
808                 // canswallow stat, used by the HUD\r
809                 if(teams_matter && prey.team == self.team)\r
810                         self.stat_canswallow = 2;\r
811                 else\r
812                         self.stat_canswallow = 1;\r
813 \r
814                 if(self.BUTTON_ATCK)\r
815                         Vore_SwallowStep(prey);\r
816         }\r
817         else if(prey != world)\r
818                 self.stat_canswallow = -1;\r
819 \r
820         // toggle digestion, if the player has someone in their stomach\r
821         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
822         {\r
823                 if(self.stomach_load)\r
824                 {\r
825                         if(time > self.digest_button_delay_time)\r
826                         {\r
827                                 self.digesting = !self.digesting;\r
828                                 self.digest_button_delay_time = time + button_delay_time;\r
829                         }\r
830                 }\r
831                 else if(time > self.complain_vore)\r
832                 {\r
833                         play2(self, "misc/forbidden.wav");\r
834                         sprint(self, "There is nothing to digest\n");\r
835                         self.complain_vore = time + complain_delay_time;\r
836                 }\r
837         }\r
838         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
839                 self.digesting = FALSE;\r
840 \r
841         // predator wishes to regurgitate his prey\r
842         if(self.BUTTON_REGURGITATE && time > self.action_delay)\r
843         {\r
844                 if(self.stomach_load)\r
845                 {\r
846                         if(time > self.regurgitate_button_delay_time)\r
847                         {\r
848                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
849                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
850                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); // looks good for preparing regurgitation\r
851                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
852                         }\r
853                 }\r
854                 else if(time > self.complain_vore)\r
855                 {\r
856                         play2(self, "misc/forbidden.wav");\r
857                         sprint(self, "There is nothing to regurgitate\n");\r
858                         self.complain_vore = time + complain_delay_time;\r
859                 }\r
860         }\r
861 \r
862         if(cvar("g_vore_gurglesound"))\r
863                 Vore_GurgleSound();\r
864 \r
865 // --------------------------------\r
866 // Code that addresses the prey:\r
867 // --------------------------------\r
868 \r
869         Vore_SetPreyPositions();\r
870 \r
871         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
872         if(self.fakeprey)\r
873         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.stat_eaten)\r
874                 Vore_DeadPrey_Detach(self);\r
875 \r
876         if(!self.stat_eaten)\r
877                 return;\r
878 \r
879         if(self.deadflag != DEAD_NO)\r
880         {\r
881                 Vore_PreyRelease(self, FALSE);\r
882                 return;\r
883         }\r
884 \r
885         if(self.predator.deadflag != DEAD_NO)\r
886                 Vore_Regurgitate(self);\r
887         else if(cvar("g_balance_vore_load_pred_speedcap") && vlen(self.velocity) >= (self.stomach_load / self.stomach_maxload) / cvar("g_balance_vore_load_pred_speedcap"))\r
888                 Vore_Regurgitate(self);\r
889 \r
890         // apply delayed regurgitating if it was scheduled\r
891         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
892         {\r
893                 self.predator.regurgitate_prepare = 0;\r
894                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
895                 Vore_Regurgitate(self);\r
896         }\r
897 \r
898         // execute digesting and team healing\r
899         if(self.predator.digesting == TRUE)\r
900                 Vore_Digest();\r
901         if(teams_matter && self.team == self.predator.team)\r
902         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
903                 Vore_Teamheal();\r
904 \r
905         // execute prey commands\r
906         if(self.BUTTON_ATCK)\r
907         {\r
908                 if(cvar("g_vore_kick"))\r
909                         Vore_StomachKick();\r
910         }\r
911         else\r
912                 self.kick_pressed = FALSE;\r
913         if(self.BUTTON_JUMP)\r
914                 Vore_StomachLeave();\r
915 \r
916         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
917         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
918         kh_Key_DropAll(self, FALSE);\r
919 }