if not(playerslots[e])\r
return;\r
playerslots[e].plhealth = ph;\r
- playerslots[e].pleater = pn;\r
+ playerslots[e].plpredator = pn;\r
}\r
\r
void Net_VoteDialog(float highlight) {\r
#define GRABBER_END 2\r
\r
.float ping, ping_packetloss, ping_movementloss;\r
-.float plhealth, pleater;\r
+.float plhealth, plpredator;\r
float fieldcounter2;\r
void Sbar_PrintStomachboardItemPred(vector pos, entity pl)\r
{\r
- // shows the name of our eater\r
+ // shows the name of our predator\r
\r
string str;\r
float f, field, field_number;\r
continue;\r
\r
if(getstati(STAT_VORE_EATEN))\r
- f = pl.pleater == getstati(STAT_VORE_EATEN);\r
+ f = pl.plpredator == getstati(STAT_VORE_EATEN);\r
else\r
{\r
if(spectatee_status)\r
- f = pl.pleater == spectatee_status;\r
+ f = pl.plpredator == spectatee_status;\r
else\r
- f = pl.pleater == player_localentnum;\r
+ f = pl.plpredator == player_localentnum;\r
}\r
\r
if(f)\r
// execute the vore AI for bots
Vore_AI();
- if(self.eater.classname == "player")
+ if(self.predator.classname == "player")
return; // an eaten bot has nothing to do outside of the vore AI
if (bot_strategytoken == self)
float Swallow_condition_check_bot(entity prey)
{
// checks the necessary conditions for a bot to swallow another player
- if(prey != self && prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach
- if(self.eater.classname != "player" && self.stomach_load < cvar("g_balance_vore_swallow_limit") && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
+ if(prey != self && prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach
+ if(self.predator.classname != "player" && self.stomach_load < cvar("g_balance_vore_swallow_limit") && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
return TRUE;
if not(teams_matter && cvar("g_balance_vore_teamheal"))
return;
- if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
+ if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
{
self.status_teamhealing = 0;
return;
FOR_EACH_PLAYER(head)
{
- if(head.eater == self)
+ if(head.predator == self)
if(head.team != self.team)
{
self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
// not sure if this should be merged with the FOR_EACH_PLAYER check above. That would save an extra loop, but would be less correct
FOR_EACH_PLAYER(head)
{
- if(head.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
+ if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
if(head.health >= cvar("g_balance_vore_teamheal_stable"))
self.BUTTON_REGURGITATE = TRUE; // release the team mate
}
// --------------------------------
// all we can do in the stomach is kick and do some damage / try to escape, or leave if the circumstances allow it and we should
- if(self.eater.classname == "player" && time > self.decide_delay2)
+ if(self.predator.classname == "player" && time > self.decide_delay2)
{
- if not(teams_matter && self.team == self.eater.team)
+ if not(teams_matter && self.team == self.predator.team)
{
// the higher the skill, the more the bot will kick in your stomack
if(skill >= random_try)
// if a bot can willingly leave the predator, do so unless there's a reason not to
if(self.stat_canleave)
- if not(teams_matter && self.team == self.eater.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
+ if not(teams_matter && self.team == self.predator.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
self.BUTTON_JUMP = TRUE;
self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator
#endif\r
\r
// now change the predator's player model into a stomach model for the prey\r
- // in other words, when a player is swallowed by another player, the eater becomes an inward stomach model so the prey can see theirself in the stomach\r
+ // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
// this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
\r
// don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
{\r
Client_setmodel(setmodel_state());\r
- if not(self.eater.classname == "player")\r
+ if not(self.predator.classname == "player")\r
self.alpha = default_player_alpha;\r
return TRUE;\r
}\r
if(other.spectatee_status)\r
other = other.enemy; // also do this for the player we are spectating\r
- if(other.eater == self)\r
+ if(other.predator == self)\r
{\r
tokenizebyseparator(self.playermodel, ".");\r
Client_setmodel(strcat(argv(0), "_stomach.md3"));\r
return TRUE;\r
}\r
Client_setmodel(setmodel_state());\r
- if not(self.eater.classname == "player")\r
+ if not(self.predator.classname == "player")\r
self.alpha = default_player_alpha;\r
return TRUE;\r
}\r
remove(self);\r
return;\r
}\r
- if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.eater.classname != "player")\r
+ if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player")\r
#ifdef TETRIS\r
|| self.owner.tetris_on\r
#endif\r
return;\r
}\r
// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now\r
- if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.eater.classname == "player")\r
+ if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player")\r
self.model = "";\r
else\r
{\r
}\r
}\r
\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
return;\r
\r
if (self.movetype == MOVETYPE_NONE)\r
PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
}\r
}\r
- else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && self.eater.classname != "player")\r
+ else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && self.predator.classname != "player")\r
{\r
//makevectors(self.v_angle_y * '0 1 0');\r
makevectors(self.v_angle);\r
else if (self.flags & FL_ONGROUND)\r
{\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.eater.classname != "player")\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
// walking\r
{\r
float wishspeed0;\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.eater.classname != "player")\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
if(maxspd_mod < 1)\r
selected = world;\r
selected_score = 0.95; // 18 degrees\r
\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
{\r
if(!self.dropweapon_check)\r
- if(self.eater.team != self.team) // don't disarm team mates when swallowing them\r
+ if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
if(random() < cvar("g_vore_dropweapon"))\r
SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);\r
self.dropweapon_check = TRUE;\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
{\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
{\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
{\r
if(msg_entity.cvar_cl_voice_directional == 1)\r
{\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
{\r
if (msg_entity.cvar_cl_voice_directional >= 1)\r
{\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
{\r
if (msg_entity.cvar_cl_voice_directional >= 1)\r
{\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
else\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
}\r
case VOICETYPE_PLAYERSOUND:\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
sound(self, chan, sample, VOL_BASE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_NORM);\r
else\r
sound(self, chan, sample, VOL_BASE, ATTN_NORM);\r
}\r
if(other.spectatee_status)\r
other = other.enemy; // also do this for the player we are spectating\r
- if(other.eater == self.owner)\r
+ if(other.predator == self.owner)\r
{\r
setmodel(self, "");\r
return TRUE;\r
\r
// Vore functions\r
\r
-.entity eater;\r
+.entity predator;\r
.float digesting;\r
.float stomach_load;\r
.float weapon_delay;\r
WarpZone_RefSys_AddIncrementally(self, self.aiment);\r
\r
// prevent the grabber from sticking to a player that has been swallowed\r
- if(self.aiment.eater.classname == "player")\r
+ if(self.aiment.predator.classname == "player")\r
{\r
// if the grabber is linked to a player that we swallowed, disconnect it (or the grabber will stick to us / the player inside us)\r
// otherwise, link the grabber to the player who ate our linked player\r
- if(self.aiment.eater != self.owner)\r
- SetMovetypeFollow(self, self.aiment.eater);\r
+ if(self.aiment.predator != self.owner)\r
+ SetMovetypeFollow(self, self.aiment.predator);\r
else\r
RemoveGrabber(self.owner);\r
}\r
// TODO maybe convert this to a TE?\r
void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)\r
{\r
- if(gibowner.eater.classname == "player")\r
+ if(gibowner.predator.classname == "player")\r
return; // you can't bleed or gib outside of the stomach\r
\r
entity e;\r
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);\r
WriteByte(MSG_BROADCAST, TE_CSQC_OTHERPLREPORT);\r
WriteByte(MSG_BROADCAST, self.cnt);\r
- if(e.eater.classname == "player") // tempt hackers less by only sending the info of eaten players\r
+ if(e.predator.classname == "player") // tempt hackers less by only sending the info of eaten players\r
{\r
if(cvar("g_vore_showpreyhealth"))\r
WriteByte(MSG_BROADCAST, e.health);\r
else\r
WriteByte(MSG_BROADCAST, 0);\r
- WriteByte(MSG_BROADCAST, num_for_edict(e.eater));\r
+ WriteByte(MSG_BROADCAST, num_for_edict(e.predator));\r
}\r
else\r
{\r
float Swallow_condition_check(entity prey)\r
{\r
// checks the necessary conditions for swallowing another player\r
- if(prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
- if(self.classname == "player" && self.eater.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
+ if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
+ if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
{\r
if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
\r
float Vore_PreyCanLeave()\r
{\r
- if(teams_matter && self.team == self.eater.team)\r
+ if(teams_matter && self.team == self.predator.team)\r
return TRUE;\r
return FALSE;\r
}\r
}\r
void Vore_CameraEffect_Apply()\r
{\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\r
if(self.cvar_cl_vore_cameraspeed)\r
e.vore_oldsolid = e.solid;\r
e.vore_oldview_ofs_z = e.view_ofs_z;\r
\r
- e.eater = self;\r
- setorigin(e, e.eater.origin);\r
+ e.predator = self;\r
+ setorigin(e, e.predator.origin);\r
e.velocity = '0 0 0';\r
e.movetype = MOVETYPE_FOLLOW;\r
e.solid = SOLID_NOT;\r
e.alpha = -1; // best way of hiding / showing the eaten player\r
- e.aiment = e.eater; // follow the predator. Is automatically unset\r
+ e.aiment = e.predator; // follow the predator. Is automatically unset\r
\r
// drop keys (KH) and flags (CTF) when we get swallowed\r
kh_Key_DropAll(e, FALSE);\r
if(e.flagcarried)\r
- DropFlag(e.flagcarried, world, e.eater);\r
+ DropFlag(e.flagcarried, world, e.predator);\r
\r
Vore_CameraEffect_Set(e);\r
\r
if(stov(cvar_string("g_vore_regurgitatecolor_released")))\r
e.colormod = stov(cvar_string("g_vore_regurgitatecolor_released"));\r
\r
- if(e.team == e.eater.team && teamplay)\r
+ if(e.team == e.predator.team && teamplay)\r
{\r
centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
- centerprint(e.eater, "^3You have swallowed a team mate, use caution!");\r
+ centerprint(e.predator, "^3You have swallowed a team mate, use caution!");\r
}\r
\r
- PlayerSound(e.eater, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- e.eater.stomach_load += 1;\r
- e.eater.regurgitate_prepare = 0;\r
- Vore_Weight_apply(e.eater);\r
+ PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ e.predator.stomach_load += 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ Vore_Weight_apply(e.predator);\r
\r
// block firing for a small amount of time when voring, or we'll be firing the next frame after we swallow\r
- e.eater.weapon_delay = time + button_delay;\r
- e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
- e.system_delay = e.eater.system_delay = time + system_delay_time;\r
+ e.predator.weapon_delay = time + button_delay;\r
+ e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
}\r
\r
void Vore_Regurgitate(entity e)\r
oldforward = v_forward;\r
oldright = v_right;\r
oldup = v_up;\r
- makevectors(e.eater.v_angle);\r
+ makevectors(e.predator.v_angle);\r
e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
- e.eater.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
+ e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_eaterforce");\r
v_forward = oldforward;\r
v_right = oldright;\r
v_up = oldup;\r
\r
- e.pusher = e.eater; // so we can frag players by regurgitating them in deadly pits\r
+ e.pusher = e.predator; // so we can frag players by regurgitating them in deadly pits\r
e.pushltime = time + cvar("g_maxpushtime");\r
\r
- PlayerSound(e.eater, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- setanim(e.eater, e.eater.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
- pointparticles(particleeffectnum("regurgitate"), e.eater.origin, '0 0 0', 1);\r
- e.eater.stomach_load -= 1;\r
- e.eater.regurgitate_prepare = 0;\r
- e.eater.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
- Vore_Weight_apply(e.eater);\r
+ PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
+ pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
+ e.predator.stomach_load -= 1;\r
+ e.predator.regurgitate_prepare = 0;\r
+ e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
+ Vore_Weight_apply(e.predator);\r
\r
// block firing for a small amount of time when getting regurgitated, or we'll be firing the next frame\r
e.weapon_delay = time + button_delay;\r
- e.system_delay = e.eater.system_delay = time + system_delay_time;\r
- e.eater = world;\r
+ e.system_delay = e.predator.system_delay = time + system_delay_time;\r
+ e.predator = world;\r
}\r
\r
void Vore_Gurglesound();\r
// frees prey from their predators when someone disconnects or goes spectating\r
\r
// prey disconnects or goes spectating while inside someone's belly:\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
{\r
self.view_ofs_z = self.vore_oldview_ofs_z;\r
- self.eater.stomach_load -= 1;\r
- Vore_Weight_apply(self.eater);\r
- self.eater = world;\r
+ self.predator.stomach_load -= 1;\r
+ Vore_Weight_apply(self.predator);\r
+ self.predator = world;\r
}\r
\r
// pred disconnects or goes spectating with players in their belly:\r
entity head;\r
FOR_EACH_PLAYER(head)\r
{\r
- if(head.eater == self)\r
+ if(head.predator == self)\r
Vore_Regurgitate(head);\r
}\r
Vore_Gurglesound(); // stop the gurgling sound\r
void Vore_Digest()\r
{\r
// apply digestion to prey\r
- if(time > self.eater.digestion_step + steptime)\r
+ if(time > self.predator.digestion_step + steptime)\r
{\r
- Damage(self, self.eater, self.eater, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
- if(cvar("g_balance_vore_digestion_vampire") && self.eater.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
- self.eater.health += cvar("g_balance_vore_digestion_vampire");\r
+ Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
+ if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
+ self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
\r
- if (self.eater.digestsound_finished < time)\r
+ if (self.predator.digestsound_finished < time)\r
{\r
- self.eater.digestsound_finished = time + 0.5;\r
- PlayerSound (self.eater, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+ self.predator.digestsound_finished = time + 0.5;\r
+ PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
}\r
- self.eater.digestion_step = time;\r
+ self.predator.digestion_step = time;\r
}\r
\r
if(self.health <= 0)\r
void Vore_StomachKick()\r
{\r
// allows prey to kick the predator's stomach and do some damage or attempt to escape\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\r
if(time > self.stomachkick_delay)\r
{\r
float damage;\r
damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
- Damage(self.eater, self, self, damage, DEATH_STOMACHKICK, self.eater.origin, '0 0 0');\r
- sound(self.eater, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
+ Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, '0 0 0');\r
+ sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.ogg", VOL_BASE, ATTN_NORM);\r
\r
if(cvar("g_balance_vore_kick_escapeprobability") >= random())\r
Vore_Regurgitate(self);\r
else if(time > self.complain_swallow)\r
{\r
play2(self, "weapons/unavailable.wav");\r
- sprint(self, strcat("You cannot get out of ", self.eater.netname, "\n"));\r
+ sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
self.complain_swallow = time + complain_delay;\r
}\r
}\r
void Vore()\r
{\r
// if we are free, show our stomach load on the HUD. Otherwise, show the predator's\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
{\r
- self.stat_stomachload = self.eater.stomach_load;\r
- self.stat_digesting = self.eater.digesting;\r
- self.stat_eaten = num_for_edict(self.eater);\r
+ self.stat_stomachload = self.predator.stomach_load;\r
+ self.stat_digesting = self.predator.digesting;\r
+ self.stat_eaten = num_for_edict(self.predator);\r
}\r
else\r
{\r
// Code that addresses the prey:\r
// --------------------------------\r
\r
- if(self.eater.classname != "player")\r
+ if(self.predator.classname != "player")\r
return;\r
\r
- if(self.eater.deadflag || self.deadflag)\r
+ if(self.predator.deadflag || self.deadflag)\r
Vore_Regurgitate(self);\r
- else if(self.eater.eater.classname == "player") // don't allow a player inside a player inside another player :)\r
+ else if(self.predator.predator.classname == "player") // don't allow a player inside a player inside another player :)\r
{\r
- entity targeteater, oldself;\r
- targeteater = self.eater.eater;\r
+ entity target_predator, oldself;\r
+ target_predator = self.predator.predator;\r
\r
Vore_Regurgitate(self);\r
if(random() < cvar("g_vore_stealprey"))\r
if(Swallow_condition_check(self))\r
{\r
oldself = self;\r
- self = targeteater;\r
+ self = target_predator;\r
Vore_Swallow(oldself);\r
self = oldself;\r
}\r
}\r
- else if(vlen(self.eater.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
+ else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_velocitylimit"))\r
Vore_Regurgitate(self);\r
\r
// apply delayed regurgitating\r
- if(self.eater.regurgitate_prepare && time > self.eater.regurgitate_prepare)\r
+ if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
{\r
- self.eater.regurgitate_prepare = 0;\r
- self.eater.complain_swallow = time + complain_delay;\r
+ self.predator.regurgitate_prepare = 0;\r
+ self.predator.complain_swallow = time + complain_delay;\r
Vore_Regurgitate(self);\r
}\r
\r
- if(self.eater.digesting == TRUE)\r
+ if(self.predator.digesting == TRUE)\r
Vore_Digest();\r
- if(teams_matter && self.team == self.eater.team)\r
+ if(teams_matter && self.team == self.predator.team)\r
Vore_Teamheal();\r
\r
if(self.BUTTON_ATCK)\r
\r
float w_grabber(float req)\r
{\r
- if(self.eater.classname == "player") // we can't use weapons while in the stomach\r
+ if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
{\r
self.grabber_state |= GRABBER_REMOVING;\r
return FALSE;\r