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