.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
+.float cvar_hud_panel_centerprint_time;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
MUTATOR_CALLHOOK(GetCvars);
GetCvars_handleFloat(s, f, autoswitch, "cl_autoswitch");
GetCvars_handleFloat(s, f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
- GetCvars_handleFloat(s, f, cvar_scr_centertime, "scr_centertime");
+ GetCvars_handleFloat(s, f, cvar_hud_panel_centerprint_time, "hud_panel_centerprint_time");
GetCvars_handleString(s, f, cvar_g_xonoticversion, "g_xonoticversion");
GetCvars_handleFloat(s, f, cvar_cl_handicap, "cl_handicap");
GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
{
e.centerprint_priority = prio;
if (timeoutStatus == 2)
- e.centerprint_expires = time + (e.cvar_scr_centertime * TIMEOUT_SLOWMO_VALUE);
+ e.centerprint_expires = time + (e.cvar_hud_panel_centerprint_time * TIMEOUT_SLOWMO_VALUE);
else
- e.centerprint_expires = time + e.cvar_scr_centertime;
+ e.centerprint_expires = time + e.cvar_hud_panel_centerprint_time;
centerprint_builtin(e, s);
}
}
{
string s, modifications, motd;
- if(self.cvar_scr_centertime == 0) return;
+ if(self.cvar_hud_panel_centerprint_time == 0) return;
if(autocvar_g_campaign)
{
if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
if(self.welcomemessage_time > time) return;
- self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
+ self.welcomemessage_time = time + max(0.5, self.cvar_hud_panel_centerprint_time * 0.6);
}
if(autocvar_g_campaign)