set sv_foginterval 1 "force enable fog in regular intervals"
-set g_ode_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
-set g_ode_items_damageforcescale 3 "how affected physical weapons are by damage"
-set g_ode_items_reset 1 "return map items to their original lotation after being picked up"
+set g_physical_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
+set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage"
+set g_physical_items_reset 1 "return map items to their original lotation after being picked up"
// 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_g_ode_items;
-float autocvar_g_ode_items_damageforcescale;
-float autocvar_g_ode_items_reset;
+float autocvar_g_physical_items;
+float autocvar_g_physical_items_damageforcescale;
+float autocvar_g_physical_items_reset;
MUTATOR_ADD(mutator_vampire);
if(cvar("g_spawn_near_teammate"))
MUTATOR_ADD(mutator_spawn_near_teammate);
- if(cvar("g_ode_items"))
+ if(cvar("g_physical_items"))
MUTATOR_ADD(mutator_physical_items);
// is this a mutator? is this a mode?
self.glowmod = self.owner.glowmod;
// if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there
- if(autocvar_g_ode_items_reset)
+ if(autocvar_g_physical_items_reset)
{
if(self.owner.nextthink > time) // awaiting respawn
{
MUTATOR_HOOKFUNCTION(item_spawning)
{
- if(self.owner == world && autocvar_g_ode_items <= 1)
+ if(self.owner == world && autocvar_g_physical_items <= 1)
return FALSE;
if (self.spawnflags & 1) // floating item
return FALSE;
wep.effects |= EF_NOMODELFLAGS; // disable the spinning
wep.colormap = self.owner.colormap;
wep.glowmod = self.owner.glowmod;
- wep.damageforcescale = autocvar_g_ode_items_damageforcescale;
+ wep.damageforcescale = autocvar_g_physical_items_damageforcescale;
wep.dphitcontentsmask = self.dphitcontentsmask;
wep.cnt = (self.owner != world);