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