}
// Only needed to update if the timer of the powerup is running
- if(autocvar_g_powerups_dropondeath == 1)
+ if(autocvar_g_powerups_drop_ondeath == 1)
WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
this.nextthink = time + 1;
// If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
// If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
// See Item_SetExpiring() below.
- float finished = (autocvar_g_powerups_dropondeath == 2 ? timeleft : t);
+ float finished = (autocvar_g_powerups_drop_ondeath == 2 ? timeleft : t);
// If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
// otherwise it'll disappear after the timer runs out.
- float time_to_live = (autocvar_g_powerups_dropondeath == 2 ? autocvar_g_powerups_dropondeath_ttl : timeleft);
+ float time_to_live = (autocvar_g_powerups_drop_ondeath == 2 ? autocvar_g_powerups_drop_expire_time : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
}
Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
- if(autocvar_g_powerups_dropondeath != 2)
+ if(autocvar_g_powerups_drop_ondeath != 2)
Item_SetExpiring(e, true);
// Use health as time left to live
MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
{
- if(!autocvar_g_powerups_dropondeath)
+ if(!autocvar_g_powerups_drop_ondeath)
return;
entity frag_target = M_ARGV(2, entity);
set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)"
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default"
-set g_powerups_dropondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
-set g_powerups_dropondeath_ttl 20 "seconds before a dropped powerup disappears if dropondeath is set to 2"
+set g_powerups_drop_ondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
+set g_powerups_drop_expire_time 25 "seconds before a dropped powerup disappears if its timer is frozen"
set g_powerups_stack 0 "enables stacking of powerup timers when picking up a powerup you already have; otherwise timer is reset to the time granted by the item, if greater than the time you currently have"
set g_powerups_strength 1 "allow strength powerups to spawn"
set g_powerups_shield 1 "allow shield powerups to spawn"