]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move nex to the new cvar system
authorMario <mario.mario@y7mail.com>
Sat, 15 Jun 2013 08:54:41 +0000 (18:54 +1000)
committerMario <mario.mario@y7mail.com>
Sat, 15 Jun 2013 08:54:41 +0000 (18:54 +1000)
balanceXonotic.cfg
qcsrc/common/weapons/w_mortar.qc
qcsrc/common/weapons/w_nex.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/cl_physics.qc
qcsrc/server/mutators/mutator_nix.qc

index 6a75025acf5fde19532c5fffb65f12e4fba2d4f1..0046d7ef6973713e2ff92ddbe454807ed8842a62 100644 (file)
@@ -574,8 +574,6 @@ set g_balance_nex_primary_damagefalloff_halflife 0 // 1500
 set g_balance_nex_primary_damagefalloff_forcehalflife 0 // 1500
 
 set g_balance_nex_secondary 0
-set g_balance_nex_secondary_charge 0
-set g_balance_nex_secondary_charge_rate 0.1
 set g_balance_nex_secondary_chargepool 0
 set g_balance_nex_secondary_chargepool_regen 0.15
 set g_balance_nex_secondary_chargepool_pause_regen 1
index 7748d180d04775105e8ea883bb762197f63841be..6c6561ce847eefa6925c748fc8128518c1dceaca 100644 (file)
@@ -389,7 +389,7 @@ float w_glauncher(float req)
 
                        #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
                        #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_GRENADE_LAUNCHER).##prop = autocvar_g_balance_##weapon##_##name;
-                       ARC_SETTINGS(mortar)
+                       MORTAR_SETTINGS(mortar)
                        #undef WEP_ADD_CVAR
                        #undef WEP_ADD_PROP
                        return TRUE;
index 8b0ba60748b920f49413f0178f91b2abda7f7ca0..4b03535903b53d49a8ba6383841e4ee803e69c50 100644 (file)
@@ -11,7 +11,39 @@ REGISTER_WEAPON(
 /* fullname  */ _("Nex")
 );
 
+#define NEX_SETTINGS(weapon) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_regen) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_pause_regen) \
+       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
 #ifdef SVQC
+NEX_SETTINGS(nex)
 void spawnfunc_weapon_nex (void)
 {
        weapon_defaultspawnfunc(WEP_NEX);
@@ -37,34 +69,22 @@ void SendCSQCNexBeamParticle(float charge) {
 void W_Nex_Attack (float issecondary)
 {
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
-       if(issecondary)
-       {
-               mydmg = autocvar_g_balance_nex_secondary_damage;
-               myforce = autocvar_g_balance_nex_secondary_force;
-               mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
-               mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
-               myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
-               myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
-               myammo = autocvar_g_balance_nex_secondary_ammo;
-       }
-       else
-       {
-               mydmg = autocvar_g_balance_nex_primary_damage;
-               myforce = autocvar_g_balance_nex_primary_force;
-               mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
-               mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
-               myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
-               myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
-               myammo = autocvar_g_balance_nex_primary_ammo;
-       }
+       
+       mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
+       myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
+       mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
+       mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
+       myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
+       myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
+       myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
 
        float flying;
        flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 
-       if(autocvar_g_balance_nex_charge)
+       if(WEP_CVAR(nex, charge))
        {
-               charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
-               self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
+               charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
+               self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
                // O RLY? -- divVerent
                // YA RLY -- FruitieX
        }
@@ -74,9 +94,9 @@ void W_Nex_Attack (float issecondary)
        myforce *= charge;
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
-       if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
+       if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
+               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM);
        }
 
        yoda = 0;
@@ -106,22 +126,22 @@ float w_nex(float req)
                                self.BUTTON_ATCK = TRUE;
                        else
                        {
-                               if(autocvar_g_balance_nex_charge)
+                               if(WEP_CVAR(nex, charge))
                                        self.BUTTON_ATCK2 = TRUE;
                        }
                        return TRUE;
                }
                case WR_THINK:
                {
-                       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(autocvar_g_balance_nex_secondary_chargepool)
+                       if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
+                               self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
+                               
+                       if(WEP_CVAR_SEC(nex, chargepool))
                                if(self.nex_chargepool_ammo < 1)
                                {
                                        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);
+                                               self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
+                                       self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
                                }
 
                        if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
@@ -130,82 +150,82 @@ float w_nex(float req)
                        {
                                if (self.BUTTON_ATCK)
                                {
-                                       if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+                                       if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
                                        {
                                                W_Nex_Attack(0);
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
                                        }
                                }
-                               if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+                               if ((WEP_CVAR(nex, charge) && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
                                {
-                                       if(autocvar_g_balance_nex_secondary_charge)
+                                       if(WEP_CVAR(nex, charge))
                                        {
-                                               self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
+                                               self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
                                                dt = frametime / W_TICSPERFRAME;
 
                                                if(self.nex_charge < 1)
                                                {
-                                                       if(autocvar_g_balance_nex_secondary_chargepool)
+                                                       if(WEP_CVAR_SEC(nex, chargepool))
                                                        {
-                                                               if(autocvar_g_balance_nex_secondary_ammo)
+                                                               if(WEP_CVAR_SEC(nex, ammo))
                                                                {
                                                                        // always deplete if secondary is held
-                                                                       self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                       self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
 
-                                                                       dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                                       self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
+                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
+                                                                       self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
                                                                        dt = min(dt, self.nex_chargepool_ammo);
                                                                        dt = max(0, dt);
 
-                                                                       self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
                                                                }
                                                        }
 
-                                                       else if(autocvar_g_balance_nex_secondary_ammo)
+                                                       else if(WEP_CVAR_SEC(nex, ammo))
                                                        {
                                                                if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
                                                                {
-                                                                       dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
                                                                        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                                                        {
                                                                                // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
                                                                                if(autocvar_g_balance_nex_reload_ammo)
                                                                                {
-                                                                                       dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+                                                                                       dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
                                                                                        dt = max(0, dt);
                                                                                        if(dt > 0)
                                                                                        {
-                                                                                               self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                                               self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
                                                                                        }
                                                                                        self.(weapon_load[WEP_NEX]) = self.clip_load;
                                                                                }
                                                                                else
                                                                                {
-                                                                                       dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+                                                                                       dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
                                                                                        dt = max(0, dt);
                                                                                        if(dt > 0)
                                                                                        {
-                                                                                               self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                                               self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt);
                                                                                        }
                                                                                }
                                                                        }
-                                                                       self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
                                                                }
                                                        }
 
                                                        else
                                                        {
-                                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                               self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                               dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
+                                                               self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
                                                        }
                                                }
                                        }
                                        else if(autocvar_g_balance_nex_secondary)
                                        {
-                                               if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+                                               if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
                                                {
                                                        W_Nex_Attack(1);
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
                                                }
                                        }
                                }
@@ -224,6 +244,11 @@ float w_nex(float req)
                        precache_sound ("weapons/nexwhoosh1.wav");
                        precache_sound ("weapons/nexwhoosh2.wav");
                        precache_sound ("weapons/nexwhoosh3.wav");
+                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
+                       #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_NEX).##prop = autocvar_g_balance_##weapon##_##name;
+                       NEX_SETTINGS(nex)
+                       #undef WEP_ADD_CVAR
+                       #undef WEP_ADD_PROP
                        return TRUE;
                }
                case WR_SETUP:
@@ -234,8 +259,8 @@ float w_nex(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
-                       ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
+                       ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo);
+                       ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -243,8 +268,8 @@ float w_nex(float req)
                        if(autocvar_g_balance_nex_secondary)
                        {
                                // don't allow charging if we don't have enough ammo
-                               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
-                               ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;    
+                               ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo);
+                               ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);  
                                return ammo_amount;
                        }
                        else
@@ -254,7 +279,7 @@ float w_nex(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
index 7f3485963a1c06868a955a86f769106724fd2f8b..e97547f2b059c05e239f8df3d1bd5f85bd3b9122 100644 (file)
@@ -482,43 +482,7 @@ float autocvar_g_balance_minstanex_animtime;
 float autocvar_g_balance_minstanex_refire;
 float autocvar_g_balance_minstanex_reload_ammo;
 float autocvar_g_balance_minstanex_reload_time;
-float autocvar_g_balance_nex_charge;
-float autocvar_g_balance_nex_charge_animlimit;
-float autocvar_g_balance_nex_charge_limit;
-float autocvar_g_balance_nex_charge_maxspeed;
-float autocvar_g_balance_nex_charge_mindmg;
-float autocvar_g_balance_nex_charge_minspeed;
-float autocvar_g_balance_nex_charge_rate;
-float autocvar_g_balance_nex_charge_rot_pause;
-float autocvar_g_balance_nex_charge_rot_rate;
-float autocvar_g_balance_nex_charge_shot_multiplier;
-float autocvar_g_balance_nex_charge_start;
-float autocvar_g_balance_nex_charge_velocity_rate;
-float autocvar_g_balance_nex_primary_ammo;
-float autocvar_g_balance_nex_primary_animtime;
-float autocvar_g_balance_nex_primary_damage;
-float autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_primary_damagefalloff_halflife;
-float autocvar_g_balance_nex_primary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_primary_damagefalloff_mindist;
-float autocvar_g_balance_nex_primary_force;
-float autocvar_g_balance_nex_primary_refire;
 float autocvar_g_balance_nex_secondary;
-float autocvar_g_balance_nex_secondary_ammo;
-float autocvar_g_balance_nex_secondary_animtime;
-float autocvar_g_balance_nex_secondary_charge;
-float autocvar_g_balance_nex_secondary_charge_rate;
-float autocvar_g_balance_nex_secondary_chargepool;
-float autocvar_g_balance_nex_secondary_chargepool_pause_health_regen;
-float autocvar_g_balance_nex_secondary_chargepool_pause_regen;
-float autocvar_g_balance_nex_secondary_chargepool_regen;
-float autocvar_g_balance_nex_secondary_damage;
-float autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_halflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
-float autocvar_g_balance_nex_secondary_force;
-float autocvar_g_balance_nex_secondary_refire;
 float autocvar_g_balance_nex_reload_ammo;
 float autocvar_g_balance_nex_reload_time;
 float autocvar_g_balance_nexball_primary_animtime;
index 35dd90f9b696ddcc934e0eac9460b84a588e192c..9014145f08d3281f54b917063629a5ee194bde41 100644 (file)
@@ -417,11 +417,11 @@ void PutClientInServer (void)
                self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
                self.air_finished = time + 12;
                self.dmg = 2;
-               if(autocvar_g_balance_nex_charge)
+               if(WEP_CVAR(nex, charge))
                {
-                       if(autocvar_g_balance_nex_secondary_chargepool)
+                       if(WEP_CVAR_SEC(nex, chargepool))
                                self.nex_chargepool_ammo = 1;
-                       self.nex_charge = autocvar_g_balance_nex_charge_start;
+                       self.nex_charge = WEP_CVAR(nex, charge_start);
                }
 
                if(inWarmupStage)
@@ -2272,17 +2272,17 @@ void PlayerPreThink (void)
 
                if(frametime)
                {
-                       if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+                       if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge))
                        {
-                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
 
-                               if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
+                               if(self.nex_charge > WEP_CVAR(nex, charge_animlimit))
                                {
-                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
                                }
                        }
                        else
@@ -2420,8 +2420,8 @@ void PlayerPreThink (void)
                player_regen();
 
                // rot nex charge to the charge limit
-               if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
-                       self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
+               if(WEP_CVAR(nex, charge_rot_rate) && self.nex_charge > WEP_CVAR(nex, charge_limit) && self.nex_charge_rottime < time)
+                       self.nex_charge = bound(WEP_CVAR(nex, charge_limit), self.nex_charge - WEP_CVAR(nex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
 
                if(frametime)
                        player_anim();
index 5ce7b7d475f4d6848442b8fa9761106e5927ed2c..aa6664d6aa2692f47fdc51d5d07604c3f8d70911 100644 (file)
@@ -1334,13 +1334,13 @@ void SV_PlayerPhysics()
 
        float xyspeed;
        xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
-       if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+       if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge) && WEP_CVAR(nex, charge_velocity_rate) && xyspeed > WEP_CVAR(nex, charge_minspeed))
        {
                // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
-               xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
-               f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+               xyspeed = min(xyspeed, WEP_CVAR(nex, charge_maxspeed));
+               f = (xyspeed - WEP_CVAR(nex, charge_minspeed)) / (WEP_CVAR(nex, charge_maxspeed) - WEP_CVAR(nex, charge_minspeed));
                // add the extra charge
-               self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+               self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_velocity_rate) * f * frametime);
        }
 :end
        if(self.flags & FL_ONGROUND)
index 21285b53a0b62c627065d2d6144ede7f5b2dae2f..f8cf6d369f363af9a948566624eb0fa809bfac78 100644 (file)
@@ -107,11 +107,11 @@ void NIX_GiveCurrentWeapon()
                        self.(weapon_load[nix_weapon]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
 
                // nex too
-               if(autocvar_g_balance_nex_charge)
+               if(WEP_CVAR(nex, charge))
                {
-                       if(autocvar_g_balance_nex_secondary_chargepool)
+                       if(WEP_CVAR_SEC(nex, chargepool))
                                self.nex_chargepool_ammo = 1;
-                       self.nex_charge = autocvar_g_balance_nex_charge_start;
+                       self.nex_charge = WEP_CVAR(nex, charge_start);
                }
        }
        if(self.nix_lastinfotime != dt)