set sv_foginterval 1 "force enable fog in regular intervals"
-set sv_physics_ode_droppedweapon 1 "use ODE physics instead of simple physics for dropped weapons, requires physics_ode to be enabled"
-set sv_physics_ode_droppedweapon_damageforcescale 3 "how affected physical weapons are by damage"
-set sv_physics_ode_droppedweapon_avelocity 2 "randomized anagular velocity given to the weapon when dropping"
+set physics_ode_droppedweapon 1 "use ODE physics instead of simple physics for dropped weapons, requires physics_ode to be enabled"
+set physics_ode_droppedweapon_damageforcescale 3 "how affected physical weapons are by damage"
+set physics_ode_droppedweapon_avelocity 2 "randomized anagular velocity given to the weapon when dropping"
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
float autocvar_g_sandbox_object_material_velocity_factor;
float autocvar_g_max_info_autoscreenshot;
float autocvar_physics_ode;
-float autocvar_sv_physics_ode_droppedweapon;
-float autocvar_sv_physics_ode_droppedweapon_damageforcescale;
-float autocvar_sv_physics_ode_droppedweapon_avelocity;
+float autocvar_physics_ode_droppedweapon;
+float autocvar_physics_ode_droppedweapon_damageforcescale;
+float autocvar_physics_ode_droppedweapon_avelocity;
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
// make the dropped weapon physical
- if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon)
+ if(autocvar_physics_ode && autocvar_physics_ode_droppedweapon)
{
entity wep2;
wep2 = spawn();
setmodel(wep2, wep.model);
wep2.angles = wep.angles;
wep2.velocity = velo;
- wep2.avelocity_x = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
- wep2.avelocity_y = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
- wep2.avelocity_z = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
+ wep2.avelocity_x = random() * autocvar_physics_ode_droppedweapon_avelocity;
+ wep2.avelocity_y = random() * autocvar_physics_ode_droppedweapon_avelocity;
+ wep2.avelocity_z = random() * autocvar_physics_ode_droppedweapon_avelocity;
wep2.classname = "droppedweapon2";
wep2.owner = wep;
wep2.takedamage = DAMAGE_AIM;
wep2.colormap = wep.colormap;
wep2.glowmod = wep.glowmod;
- wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale;
+ wep2.damageforcescale = autocvar_physics_ode_droppedweapon_damageforcescale;
wep2.think = thrown_wep_ode_think;
wep2.nextthink = time;