// at each time, everyone uses the same weapon,
// and in regular intervals, this weapon is cycled
set g_nix 0 "No Items Xonotic - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on"
-set g_nix_with_laser 0 "always carry the laser as an additional weapon in NIX"
+set g_nix_with_blaster 0 "always carry the blaster as an additional weapon in NIX"
set g_nix_with_healtharmor 0 "when 1, health and armor still show up in NIX"
set g_nix_with_powerups 0 "when 1, powerups still show up in NIX"
e.cvarOffValue = "0";
me.TR(me);
me.TDempty(me, 0.4);
- me.TD(me, 1, 1.6, e = makeXonoticCheckBox(0, "g_nix_with_laser", _("with laser")));
+ me.TD(me, 1, 1.6, e = makeXonoticCheckBox(0, "g_nix_with_blaster", _("with blaster")));
setDependent(e, "g_nix", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
float autocvar_g_nick_flood_penalty_yellow;
//float autocvar_g_nick_flood_timeout;
float autocvar_g_nix_with_healtharmor;
-float autocvar_g_nix_with_laser;
+float autocvar_g_nix_with_blaster;
float autocvar_g_nix_with_powerups;
float autocvar_g_nodepthtestitems;
float autocvar_g_nodepthtestplayers;
-float g_nix_with_laser;
+float g_nix_with_blaster;
// WEAPONTODO
float nix_weapon;
float nix_nextchange;
}
else
{
- if(wpn == WEP_BLASTER && g_nix_with_laser) // WEAPONTODO: rename to g_nix_with_blaster
+ if(wpn == WEP_BLASTER && g_nix_with_blaster) // WEAPONTODO: rename to g_nix_with_blaster
return FALSE;
if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
return FALSE;
}
self.weapons = '0 0 0';
- if(g_nix_with_laser)
- self.weapons &= ~WEPSET_BLASTER;
+ if(g_nix_with_blaster)
+ self.weapons |= WEPSET_BLASTER;
self.weapons |= WepSet_FromWeapon(nix_weapon);
if(self.switchweapon != nix_weapon)
MUTATOR_ONADD
{
- g_nix_with_laser = autocvar_g_nix_with_laser;
+ g_nix_with_blaster = autocvar_g_nix_with_blaster;
nix_nextchange = 0;
nix_nextweapon = 0;