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