// 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_dropondeath == 2 ? 20 : timeleft);
+ float time_to_live = (autocvar_g_powerups_dropondeath == 2 ? autocvar_g_powerups_dropondeath_ttl : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
BADCVAR("g_pinata");
BADCVAR("g_powerups");
BADCVAR("g_powerups_dropondeath");
+ BADCVAR("g_powerups_dropondeath_ttl");
BADCVAR("g_player_brightness");
BADCVAR("g_rocket_flying");
BADCVAR("g_rocket_flying_disabledelays");
set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)"
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_dropondeath 0 "whether or not held powerups should be droppd when the player dies (1 = timer keeps running, 2 = timer freezes until picked up)"
+set g_powerups_dropondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
+set g_powerups_dropondeath_ttl 20 "seconds before a dropped powerup disappears if dropondeath is set to 2"
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"