set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"
set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"
+set g_damageeffect_tick 0.5 "how often the damage effect is updated (particles per second), low values might cause lag"
+set g_damageeffect_lifetime 3 "how much a damage effect lasts"
+
set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"
set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"
set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would"
float autocvar_sv_warsowbunny_turnaccel;
string autocvar_sv_weaponstats_file;
float autocvar_sv_gibhealth;
+float autocvar_sv_damageeffect_tick;
+float autocvar_sv_damageeffect_lifetime;
float autocvar_sys_ticrate;
float autocvar_teamplay_lockonrestart;
float autocvar_teamplay_mode;
}
Violence_WeaponDamage(self.owner, self.cnt);
- self.nextthink = time + 0.5; // TO BE CVARED
+ self.nextthink = time + autocvar_sv_damageeffect_tick;
}
void Violence_WeaponDamage_SetRepeat(entity pl, float type)
repeater.owner = pl;
repeater.origin = pl.origin;
repeater.cnt = type;
- repeater.lifetime = time + 3; // TO BE CVARED
+ repeater.lifetime = time + autocvar_sv_damageeffect_lifetime;
repeater.think = Violence_WeaponDamage_DoRepeat;
repeater.nextthink = time;