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