// If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
// otherwise it'll disappear after the timer runs out.
- float time_to_live = (autocvar_g_powerups_drop_ondeath == 2 ? autocvar_g_powerups_drop_expire_time : timeleft);
+ float time_to_live = (autocvar_g_powerups_drop_ondeath == 2 ? autocvar_g_items_dropped_lifetime : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
int autocvar_g_powerups;
int autocvar_g_powerups_drop_ondeath;
-float autocvar_g_powerups_drop_expire_time;
bool autocvar_g_powerups_stack;
REGISTER_MUTATOR(powerups, true);
// Savage: remove thrown items after a certain period of time ("garbage collection")
setthink(this, RemoveItem);
- this.nextthink = time + 20;
+ this.nextthink = time + autocvar_g_items_dropped_lifetime;
this.takedamage = DAMAGE_YES;
this.event_damage = Item_Damage;
bool autocvar_g_fullbrightitems;
float autocvar_g_items_mindist;
float autocvar_g_items_maxdist;
+float autocvar_g_items_dropped_lifetime;
int autocvar_g_pickup_items;
bool autocvar_g_nodepthtestitems;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
BADCVAR("g_physics_clientselect");
BADCVAR("g_pinata");
BADCVAR("g_powerups");
- BADCVAR("g_powerups_dropondeath");
- BADCVAR("g_powerups_dropondeath_ttl");
+ BADCVAR("g_powerups_drop_ondeath");
BADCVAR("g_player_brightness");
BADCVAR("g_rocket_flying");
BADCVAR("g_rocket_flying_disabledelays");
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default"
set g_powerups_drop_ondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
-set g_powerups_drop_expire_time 25 "seconds before a dropped powerup disappears if its timer is frozen"
set g_powerups_stack 0 "enables stacking of powerup timers when picking up a powerup you already have; otherwise timer is reset to the time granted by the item, if greater than the time you currently have"
set g_powerups_strength 1 "allow strength powerups to spawn"
set g_powerups_shield 1 "allow shield powerups to spawn"
set g_items_mindist 4000 "starting distance for the fading of items"
set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
+set g_items_dropped_lifetime 20 "default lifetime for dropped items unless explicitly overriden (ie. flags)"
set g_grab_range 200 "distance at which dragable objects can be grabbed"