}
else if (req == WR_THINK)
{
- if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
- self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+ if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
+ self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
- if(cvar("g_balance_nex_charge"))
+ if(autocvar_g_balance_nex_charge)
{
- self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset
-
- self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
+ self.weaponentity.weaponentity.glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
+ self.weaponentity.weaponentity.glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
- if(self.nex_charge > cvar("g_balance_nex_charge_limit"))
+ if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
{
- self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
- self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
- self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
}
- self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod;
}
- if(cvar("g_balance_nex_secondary_charge_pool"))
- if(self.nex_charge_pool_ammo < 1)
+ if(autocvar_g_balance_nex_secondary_chargepool)
+ if(self.nex_chargepool_ammo < 1)
{
- if(self.nex_charge_pool_pauseregen_finished < time)
- self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
+ if(self.nex_chargepool_pauseregen_finished < time)
+ self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
}
if (self.BUTTON_ATCK)