w_cvar(id, sn, MO_BOTH, joinexplode_radius) \
w_cvar(id, sn, MO_BOTH, joinexplode_force) \
w_cvar(id, sn, MO_SEC, spreadtype) \
+ w_cvar(id, sn, MO_NONE, secondary) \
w_prop(id, sn, float, reloading_ammo, reload_ammo) \
w_prop(id, sn, float, reloading_time, reload_time) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
{
n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
- RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, world,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, other);
+ RadiusDamage(
+ e,
+ e.realowner,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
+ e.realowner,
+ world,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
+ e.projectiledeathtype,
+ other
+ );
pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
+ W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(crylink, ammo), autocvar_g_balance_crylink_reload_ammo);
maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
+ W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(crylink, ammo), autocvar_g_balance_crylink_reload_ammo);
maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
}
case WR_THINK:
{
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+ if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
if (self.BUTTON_ATCK)
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
+ ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
+ ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
case WR_CONFIG:
}
case WR_RELOAD:
{
- W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-//float autocvar_g_balance_rifle_reload_ammo;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
float autocvar_g_balance_contents_playerdamage_lava;
float autocvar_g_balance_contents_playerdamage_slime;
float autocvar_g_balance_contents_projectiledamage;
-float autocvar_g_balance_crylink_secondary;
-//float autocvar_g_balance_crylink_reload_ammo;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_falldamage_deadminspeed;
float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_grapplehook_speed_pull;
float autocvar_g_balance_grapplehook_stretch;
float autocvar_g_balance_grapplehook_damagedbycontents;
-//float autocvar_g_balance_hagar_reload_ammo;
float autocvar_g_balance_health_limit;
float autocvar_g_balance_health_regen;
float autocvar_g_balance_health_regenlinear;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
float autocvar_g_balance_health_start;
-//float autocvar_g_balance_hlac_reload_ammo;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;
-//float autocvar_g_balance_uzi_reload_ammo;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_materialconstant;