--- /dev/null
+#!/bin/sh
+set -ex
+git checkout divVerent/autocvarizer_test
+trap 'git reset --hard; git checkout divVerent/autocvarizer' EXIT
+trap 'exit 1' INT
+git merge --no-commit -s ours divVerent/autocvarizer
+git read-tree -m -u divVerent/autocvarizer # "theirs"
+find server \( -type f -a \( -name \*.c -o -name \*.qc -o -name \*.h -o -name \*.qh \) \) -print0 | AUTOCVARING_SVQC=1 xargs -0 perl autocvarize.pl > server/autocvars.qh.new
+diff -Nu server/autocvars.qh server/autocvars.qh.new || true
+mv server/autocvars.qh.new server/autocvars.qh
+find client \( -type f -a \( -name \*.c -o -name \*.qc -o -name \*.h -o -name \*.qh \) \) -print0 | xargs -0 perl autocvarize.pl > client/autocvars.qh.new
+diff -Nu client/autocvars.qh client/autocvars.qh.new || true
+mv client/autocvars.qh.new client/autocvars.qh
+if make -C .. FTEQCC=../../../../fteqcc/fteqcc.bin FTEQCCFLAGS=; then
+ echo "Commit? ^C to not"
+ read -r L
+ git add server/autocvars.qh
+ git add client/autocvars.qh
+ git commit -a
+else
+ echo "FAILED. Exit this shell when done examining."
+ sh -i
+fi
--- /dev/null
+#!/usr/bin/perl
+# this tool generates JUST the autocvar declarations for cvars
+use strict;
+use warnings;
+
+my @files = @ARGV;
+
+my %cvars = ();
+my %old = ();
+my %menu = ();
+my %defaults = ();
+
+sub found($$$$)
+{
+ my ($name, $type, $default, $force) = @_;
+ if(length $name >= 55)
+ {
+ warn "cvar $name is a Dr. honorificabilitudinitatibis causa BRLOGENSHFEGLE";
+ $type = 'cvar_toolong';
+ return;
+ }
+# $old{$name} = 1
+# if $force;
+# $menu{$name} = 1
+# if $force > 1;
+ if(exists $cvars{$name} and not defined $cvars{name})
+ {
+ # have already warned
+ }
+ elsif(exists $cvars{$name} and $type ne $cvars{$name})
+ {
+ warn "cvar $name used with different types";
+ if($force)
+ {
+ $defaults{$name} = $default;
+ $cvars{$name} = $type;
+ }
+ else
+ {
+ undef $cvars{$name}
+ unless $old{$name};
+ }
+ return;
+ }
+ elsif(exists $cvars{$name} and exists $defaults{$name} and $default ne $defaults{$name})
+ {
+ warn "cvar $name used with different defaults";
+ if($force)
+ {
+ $defaults{$name} = $default;
+ $cvars{$name} = $type;
+ }
+ else
+ {
+ undef $cvars{$name}
+ unless $old{$name};
+ }
+ }
+ else
+ {
+ $defaults{$name} = $default;
+ $cvars{$name} = $type;
+ }
+}
+
+for my $f(@files)
+{
+ print STDERR "In file $f\n";
+ open my $fh, "<", $f;
+ while(<$fh>)
+ {
+ chomp;
+ if(/^\/\/#NO AUTOCVARS START/ .. /^\/\/#NO AUTOCVARS END/)
+ {
+ next;
+ }
+ s/\/\/.*//;
+ if(/^(?:var )?float autocvar_(\w+);$/)
+ {
+ found $1, 'cvar', 0, 1;
+ next;
+ }
+ if(/^var float autocvar_(\w+) = (.*);$/)
+ {
+ found $1, 'cvar', $2, 1;
+ next;
+ }
+ if(/^(?:var )?vector autocvar_(\w+);$/)
+ {
+ found $1, 'cvar_vector', "0 0 0", 1;
+ next;
+ }
+ if(/^var vector autocvar_(\w+) = '(.*)';$/)
+ {
+ found $1, 'cvar_vector', $2, 1;
+ next;
+ }
+ if(/^(?:var )?string autocvar_(\w+);$/)
+ {
+ found $1, 'cvar_string', "", 1;
+ next;
+ }
+ if(/^var string autocvar_(\w+) = "(.*)";$/)
+ {
+ found $1, 'cvar_string', $2, 1;
+ next;
+ }
+ if(/^#define autocvar_(\w+) cvar("\1")$/)
+ {
+ found $1, 'cvar', 0, 2;
+ next;
+ }
+ if(/^#define autocvar_(\w+) cvar_or("\1", (.*))$/)
+ {
+ found $1, 'cvar', $1, 2;
+ next;
+ }
+ if(/^#define autocvar_(\w+) cvar_string("\1")$/)
+ {
+ found $1, 'cvar_string', "", 2;
+ next;
+ }
+ while(/\bcvar\s*\(\s*"(\w+)"\s*\)/g)
+ {
+ found $1, 'cvar', 0, 0;
+ }
+ while(/\bcvar_string\s*\(\s*"(\w+)"\s*\)/g)
+ {
+ found $1, 'cvar_string', "", 0;
+ }
+ while(/\bcvar_vector\s*\(\s*"(\w+)"\s*\)/g)
+ {
+ found $1, 'cvar_vector', "0 0 0", 0;
+ }
+ while(/\bcvar_or\s*\(\s*"(\w+)"\s*,\s*([^\s)]+)\s*\)/g)
+ {
+ found $1, 'cvar', $2, 0;
+ }
+ }
+}
+
+if($ENV{AUTOCVARING_SVQC})
+{
+ for my $f(<menu/xonotic/*.c>)
+ {
+ print STDERR "In file $f\n";
+ open my $fh, "<", $f;
+ while(<$fh>)
+ {
+ for(/"([^"]*)"/g)
+ {
+ $menu{$1} = 1;
+ }
+ }
+ }
+
+ for my $f(<../maps/campaign*.txt>)
+ {
+ print STDERR "In file $f\n";
+ open my $fh, "<", $f;
+ while(<$fh>)
+ {
+ for(/\b(.+?)\b/g)
+ {
+ $menu{$1} = 1;
+ }
+ }
+ }
+}
+
+for my $name(sort keys %cvars)
+{
+ my $type = $cvars{$name};
+ my $menu = $menu{$name};
+ my $default = $defaults{$name};
+ die "wtf" if $name =~ /\0/;
+ if(not defined $type)
+ {
+ print "// cannot declare $name, it is used with different types\n";
+ }
+ elsif($type eq 'cvar_toolong')
+ {
+ print "// cannot declare $name, name is too long\n";
+ }
+ elsif($type eq 'cvar' and not $menu and $default eq "0")
+ {
+ print "float autocvar_$name;\n";
+ }
+ elsif($type eq 'cvar' and not $menu and $default ne "0")
+ {
+ print "var float autocvar_$name = $default;\n";
+ }
+ elsif($type eq 'cvar_vector' and not $menu and $default eq "0 0 0")
+ {
+ print "vector autocvar_$name;\n";
+ }
+ elsif($type eq 'cvar_vector' and not $menu and $default ne "0 0 0")
+ {
+ print "var vector autocvar_$name = '$default';\n";
+ }
+ elsif($type eq 'cvar_string' and not $menu and $default eq "")
+ {
+ print "string autocvar_$name;\n";
+ }
+ elsif($type eq 'cvar_string' and not $menu and $default ne "")
+ {
+ print "var string autocvar_$name = \"$default\";\n";
+ }
+ elsif($type eq 'cvar' and $menu and $default eq "0")
+ {
+ print "#define autocvar_$name cvar(\"$name\")\n";
+ }
+ elsif($type eq 'cvar' and $menu and $default ne "0")
+ {
+ print "#define autocvar_$name cvar_or(\"$name\", \"$default\")\n";
+ }
+ elsif($type eq 'cvar_string' and $menu) # sorry, no cvar_or for these
+ {
+ print "#define autocvar_$name cvar_string(\"$name\")\n";
+ }
+ elsif($type eq 'cvar_vector' and $menu) # sorry, no cvar_or for these
+ {
+ print "#define autocvar_$name cvar_vector(\"$name\")\n";
+ }
+}
+
+for my $f(@files)
+{
+ print STDERR "In file $f\n";
+ open my $fh, "<", $f;
+ my $out = "";
+ while(<$fh>)
+ {
+ chomp;
+ if(/^\/\/#NO AUTOCVARS START/ .. /^\/\/#NO AUTOCVARS END/)
+ {
+ $out .= "$_\n";
+ next;
+ }
+ if(/^(?:var )?float autocvar_(.*);$/)
+ {
+ $out .= "$_\n";
+ next;
+ }
+ if(/^(?:var )?string autocvar_(.*);$/)
+ {
+ $out .= "$_\n";
+ next;
+ }
+ if(/^#define autocvar_(.*) cvar/)
+ {
+ $out .= "$_\n";
+ next;
+ }
+ s{\b(cvar|cvar_string|cvar_vector|cvar_or)\s*\(\s*"([^"]+)"\s*(?:,\s*[^\s)]+\s*)?\)}{
+ my ($type, $name) = ($1, $2);
+ $type = 'cvar' if $type eq 'cvar_or';
+ my $realtype = $cvars{$name};
+ my $r = $&;
+ if(defined $realtype)
+ {
+ #$r = "$realtype(\"$name\")";
+ $r = "autocvar_$name";
+ if($type eq 'cvar' && $realtype eq 'cvar_string')
+ {
+ $r = "stof($r)";
+ }
+ if($type eq 'cvar_string' && $realtype eq 'cvar')
+ {
+ $r = "ftos($r)";
+ }
+ }
+ $r;
+ }ge;
+ $out .= "$_\n";
+ }
+ close $fh;
+ open $fh, ">", $f;
+ print $fh $out;
+ close $fh;
+}
GibSplash_Precache();
Casings_Precache();
DamageInfo_Precache();
- if(cvar_string("cl_announcer") != cl_announcer_prev) {
+ if(autocvar_cl_announcer != cl_announcer_prev) {
Announcer_Precache();
if(cl_announcer_prev)
strunzone(cl_announcer_prev);
- cl_announcer_prev = strzone(cvar_string("cl_announcer"));
+ cl_announcer_prev = strzone(autocvar_cl_announcer);
}
Tuba_Precache();
remove(players);
db_close(binddb);
db_close(tempdb);
- if(cvar("cl_db_saveasdump"))
+ if(autocvar_cl_db_saveasdump)
db_dump(ClientProgsDB, "client.db");
else
db_save(ClientProgsDB, "client.db");
void PostInit(void)
{
print(strcat("PostInit\n maxclients = ", ftos(maxclients), "\n"));
- localcmd(strcat("\nscoreboard_columns_set ", cvar_string("scoreboard_columns"), ";\n"));
+ localcmd(strcat("\nscoreboard_columns_set ", autocvar_scoreboard_columns, ";\n"));
entity playerchecker;
playerchecker = spawn();
strCmd = argv(0);
if(strCmd == "hud_configure") { // config hud
- cvar_set("_hud_configure", ftos(!cvar("_hud_configure")));
+ cvar_set("_hud_configure", ftos(!autocvar__hud_configure));
return true;
} else if(strCmd == "hud_save") { // save hud config
if(argv(1) == "" || argv(2)) {
if (previous_game_starttime != startTime) {
if ((time + 5.0) < startTime) {
//if connecting to server while restart was active don't always play prepareforbattle
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
}
if (time < startTime) {
restartAnnouncer = spawn();
{
float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
- zoomsensitivity = cvar("cl_zoomsensitivity");
- zoomfactor = cvar("cl_zoomfactor");
+ zoomsensitivity = autocvar_cl_zoomsensitivity;
+ zoomfactor = autocvar_cl_zoomfactor;
if(zoomfactor < 1 || zoomfactor > 16)
zoomfactor = 2.5;
- zoomspeed = cvar("cl_zoomspeed");
+ zoomspeed = autocvar_cl_zoomspeed;
if(zoomspeed >= 0)
if(zoomspeed < 0.5 || zoomspeed > 16)
zoomspeed = 3.5;
else
setsensitivityscale(1);
- velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
+ velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
- velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
+ velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
- //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
+ //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
float frustumx, frustumy, fovx, fovy;
frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
input_angles = warpzone_fixview_cl_viewangles;
view_angles = warpzone_fixview_angles;
- if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
+ if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
{
pmove_org = freeze_pmove_org;
input_angles = view_angles = freeze_input_angles;
maptimeAnnouncer();
carrierAnnouncer();
- fov = cvar("fov");
+ fov = autocvar_fov;
if(button_zoom || fov <= 59.5)
{
if(!zoomscript_caught)
}
}
- ColorTranslateMode = cvar("cl_stripcolorcodes");
+ ColorTranslateMode = autocvar_cl_stripcolorcodes;
activeweapon = getstati(STAT_SWITCHWEAPON);
f = (serverflags & SERVERFLAG_TEAMPLAY);
if(f != teamplay)
R_SetView(VF_DRAWWORLD, 1);
// Set the console size vars
- vid_conwidth = cvar("vid_conwidth");
- vid_conheight = cvar("vid_conheight");
- vid_pixelheight = cvar("vid_pixelheight");
+ vid_conwidth = autocvar_vid_conwidth;
+ vid_conheight = autocvar_vid_conheight;
+ vid_pixelheight = autocvar_vid_pixelheight;
R_SetView(VF_FOV, GetCurrentFov(fov));
// Camera for demo playback
if(camera_active)
{
- if(cvar("camera_enable"))
+ if(autocvar_camera_enable)
CSQC_Demo_Camera();
else
{
}
}
#ifdef CAMERATEST
- else if(cvar("camera_enable"))
+ else if(autocvar_camera_enable)
#else
- else if(cvar("camera_enable") && isdemo())
+ else if(autocvar_camera_enable && isdemo())
#endif
{
// Enable required Darkplaces cvars
- chase_active_backup = cvar("chase_active");
+ chase_active_backup = autocvar_chase_active;
cvar_set("chase_active", "2");
cvar_set("cl_demo_mousegrab", "1");
camera_active = TRUE;
R_SetView(VF_DRAWENGINEHUD, 0);
// fetch this one only once per frame
- hud_showbinds = cvar("hud_showbinds");
- hud_showbinds_limit = cvar("hud_showbinds_limit");
+ hud_showbinds = autocvar_hud_showbinds;
+ hud_showbinds_limit = autocvar_hud_showbinds_limit;
// Update the mouse position
/*
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
+ if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright >= 1)
if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
}
// color tint in yellow
- drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+ drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
// draw BG
a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
tc_11 = tc_01 + tc_10 - tc_00;
R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
- R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
- R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
- R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
// draw FG
tc_11 = tc_01 + tc_10 - tc_00;
R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
- R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
- R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
- R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
reticle_type = 2; // nex zoom
- if(cvar("cl_reticle_stretch"))
+ if(autocvar_cl_reticle_stretch)
{
reticle_size_x = vid_conwidth;
reticle_size_y = vid_conheight;
f = current_zoomfraction;
if(zoomscript_caught)
f = 1;
- if(cvar("cl_reticle_item_normal"))
+ if(autocvar_cl_reticle_item_normal)
{
precache_pic("gfx/reticle_normal");
if(reticle_type == 1 && f)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
}
- if(cvar("cl_reticle_item_nex"))
+ if(autocvar_cl_reticle_item_nex)
{
precache_pic("gfx/reticle_nex");
if(reticle_type == 2 && f)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
+ drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
}
// improved polyblend
vector rgb;
- if(cvar("hud_damage"))
+ if(autocvar_hud_damage)
{
float myhealth_flash_temp;
myhealth = getstati(STAT_HEALTH);
// fade out
- myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
+ myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
// add new damage
- myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
+ myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
- pain_threshold = cvar("hud_damage_pain_threshold");
- pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");
- pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");
+ pain_threshold = autocvar_hud_damage_pain_threshold;
+ pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
+ pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
{
- pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
+ pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
}
myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
}
else
{
- myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
+ myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
}
}
myhealth_prev = myhealth;
- if(autocvar_cl_gentle_damage || cvar("cl_gentle"))
+ if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
{
if(autocvar_cl_gentle_damage == 2)
{
}
}
else
- myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));
+ myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else
- drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);
+ drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
// Draw the mouse cursor
if(gametype == GAME_FREEZETAG)
{
if(getstati(STAT_FROZEN))
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', cvar_or("hud_colorflash_alpha", 0.5), DRAWFLAG_ADDITIVE);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
if(getstatf(STAT_REVIVE_PROGRESS))
{
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', cvar("hud_colorflash_alpha"), DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
}
- if(cvar("r_letterbox") == 0)
- if(cvar("viewsize") < 120)
+ if(autocvar_r_letterbox == 0)
+ if(autocvar_viewsize < 120)
CSQC_common_hud();
// crosshair goes VERY LAST
if(!scoreboard_active && !camera_active && intermission != 2) {
string wcross_style;
float wcross_alpha, wcross_resolution;
- wcross_style = cvar_string("crosshair");
+ wcross_style = autocvar_crosshair;
if (wcross_style == "0")
return;
- wcross_resolution = cvar("crosshair_size");
+ wcross_resolution = autocvar_crosshair_size;
if (wcross_resolution == 0)
return;
- wcross_alpha = cvar("crosshair_alpha");
+ wcross_alpha = autocvar_crosshair_alpha;
if (wcross_alpha == 0)
return;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
wcross_origin_z = 0;
- if(cvar("crosshair_hittest"))
+ if(autocvar_crosshair_hittest)
{
vector wcross_oldorigin;
wcross_oldorigin = wcross_origin;
if(vlen(v) > 0.01)
shottype = SHOTTYPE_HITOBSTRUCTION;
}
- if(!cvar("crosshair_hittest_showimpact"))
+ if(!autocvar_crosshair_hittest_showimpact)
wcross_origin = wcross_oldorigin;
}
else
string wcross_wep, wcross_name;
float wcross_scale, wcross_blur;
- if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
+ if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
e = get_weaponinfo(activeweapon);
if (e && e.netname != "")
{
wcross_wep = e.netname;
- if(cvar("crosshair_per_weapon"))
+ if(autocvar_crosshair_per_weapon)
{
wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
if (wcross_resolution == 0)
}
}
}
- if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
+ if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
else
- wcross_color = stov(cvar_string("crosshair_color"));
+ wcross_color = stov(autocvar_crosshair_color);
wcross_name = strcat("gfx/crosshair", wcross_style);
- if(cvar("crosshair_effect_scalefade"))
+ if(autocvar_crosshair_effect_scalefade)
{
wcross_scale = wcross_resolution;
wcross_resolution = 1;
wcross_scale = 1;
}
- if(cvar("crosshair_pickup"))
+ if(autocvar_crosshair_pickup)
{
if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
{
}
if(pickup_crosshair_size > 0)
- pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
+ pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
else
pickup_crosshair_size = 0;
- wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
+ wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
}
if(shottype == SHOTTYPE_HITENEMY)
- wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
+ wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
if(shottype == SHOTTYPE_HITTEAM)
- wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
+ wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
- f = cvar("crosshair_effect_speed");
+ f = autocvar_crosshair_effect_speed;
if(f < 0)
f *= -2 * g_weaponswitchdelay;
if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
wcross_alpha_goal_prev = wcross_alpha;
wcross_color_goal_prev = wcross_color;
- if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
+ if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
{
wcross_blur = 1;
wcross_alpha *= 0.75;
wcross_alpha_prev = wcross_alpha;
wcross_color_prev = wcross_color;
- wcross_scale *= 1 - cvar("_menu_alpha");
- wcross_alpha *= 1 - cvar("_menu_alpha");
+ wcross_scale *= 1 - autocvar__menu_alpha;
+ wcross_alpha *= 1 - autocvar__menu_alpha;
- ring_scale = cvar("crosshair_ring_size");
+ ring_scale = autocvar_crosshair_ring_size;
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
bullets = getstati(STAT_BULLETS_LOADED);
f = bound(0, bullets / cr_maxbullets, 1);
- a = cvar("crosshair_ring_campingrifle_alpha");
+ a = autocvar_crosshair_ring_campingrifle_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
use_nex_chargepool = 1;
- a = cvar("crosshair_ring_nex_inner_alpha");
- rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
+ a = autocvar_crosshair_ring_nex_inner_alpha;
+ rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
else
{
// indicate how much we're charging right now with an inner circle
- a = cvar("crosshair_ring_nex_inner_alpha");
- nex_charge_movingavg = (1 - cvar("crosshair_ring_nex_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_ring_nex_currentcharge_movingavg_rate") * nex_charge;
+ a = autocvar_crosshair_ring_nex_inner_alpha;
+ nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_ring_nex_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
// draw the charge
- a = cvar("crosshair_ring_nex_outer_alpha");
+ a = autocvar_crosshair_ring_nex_outer_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
- if(cvar("crosshair_dot"))
+ if(autocvar_crosshair_dot)
{
vector wcross_color_old;
wcross_color_old = wcross_color;
- if(cvar_string("crosshair_dot_color") != "0")
- wcross_color = stov(cvar_string("crosshair_dot_color"));
- CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", f * cvar("crosshair_dot_alpha"));
+ if(autocvar_crosshair_dot_color != "0")
+ wcross_color = stov(autocvar_crosshair_dot_color);
+ CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
wcross_color = wcross_color_old;
}
if(cs_project_is_b0rked == 0)
{
string w0, h0;
- w0 = cvar_string("vid_conwidth");
- h0 = cvar_string("vid_conheight");
+ w0 = ftos(autocvar_vid_conwidth);
+ h0 = ftos(autocvar_vid_conheight);
//R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
//R_SetView(VF_FOV, '90 90 0');
R_SetView(VF_ORIGIN, '0 0 0');
// Draw the crosshairs
picsize = drawgetimagesize(SPIDER_CROSS);
- picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
+ picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
+ picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
+ drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
hudloc_y = 4;
hudloc_x = 4;
// Draw the crosshairs
picsize = drawgetimagesize(SPIDER_CROSS);
- picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
+ picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
+ picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
+ drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
hudloc_y = 4;
hudloc_x = 4;
vector picsize, hudloc;
picsize = drawgetimagesize(SPIDER_CROSS);
- picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
- drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
+ picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
+ picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
+ drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
/*
const float STAT_VEHICLESTAT_HEALTH = 60;
float i;
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- if(cvar_string("accuracy_color_levels") != acc_color_levels)
+ if(autocvar_accuracy_color_levels != acc_color_levels)
{
if(acc_color_levels)
strunzone(acc_color_levels);
- acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+ acc_color_levels = strzone(autocvar_accuracy_color_levels);
acc_levels = tokenize(acc_color_levels);
if (acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
HUD_Reset();
centerprint_start_x = 0;
- centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
+ centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
}
else // hud
{
centerprint_start_x = 0;
- centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
+ centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
}
HUD_DrawCenterPrint();
float speed, attenuation, dimensions;
vector tmp, delta;
- if( cvar("camera_reset") || !camera_mode )
+ if( autocvar_camera_reset || !camera_mode )
{
camera_offset = '0 0 0';
current_angles = '0 0 0';
// Camera angles
if( camera_roll )
- mouse_angles_z += camera_roll * cvar("camera_speed_roll");
+ mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
- if(cvar("camera_look_player"))
+ if(autocvar_camera_look_player)
{
local vector dir;
local float n;
else
{
tmp = getmousepos() * 0.1;
- if(vlen(tmp)>cvar("camera_mouse_treshold"))
+ if(vlen(tmp)>autocvar_camera_mouse_treshold)
{
mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
if(mouse_angles_y > 60 && current_angles_y < -60)
delta = '0 -360 0';
- if(cvar("camera_look_player"))
- attenuation = cvar("camera_look_attenuation");
+ if(autocvar_camera_look_player)
+ attenuation = autocvar_camera_look_attenuation;
else
- attenuation = cvar("camera_speed_attenuation");
+ attenuation = autocvar_camera_speed_attenuation;
attenuation = 1 / max(1, attenuation);
current_angles += (mouse_angles - current_angles + delta) * attenuation;
{
tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
- if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
+ if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
++dimensions;
}
++dimensions;
}
- if(cvar("camera_free"))
- speed = cvar("camera_speed_free");
+ if(autocvar_camera_free)
+ speed = autocvar_camera_speed_free;
else
- speed = cvar("camera_speed_chase");
+ speed = autocvar_camera_speed_chase;
if(dimensions)
{
current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
// Camera modes
- if( cvar("camera_free") )
+ if( autocvar_camera_free )
{
if ( camera_mode == CAMERA_CHASE )
{
camera_mode = CAMERA_CHASE;
- if(cvar("camera_chase_smoothly"))
+ if(autocvar_camera_chase_smoothly)
current_origin += (view_origin - current_origin) * attenuation;
else
current_origin = view_origin;
-var float autocvar_cl_projectiles_sloppy = 0;
-
-var float autocvar_cl_gibs_ticrate = 0.1;
-var float autocvar_cl_gibs_sloppy = 1;
-
-var float autocvar_cl_casings_ticrate = 0.1;
+float autocvar__con_chat_maximized;
+float autocvar__hud_configure;
+string autocvar__hud_panelorder;
+float autocvar__menu_alpha;
+string autocvar_accuracy_color_levels;
+float autocvar_bgmvolume;
+float autocvar_camera_chase_smoothly;
+float autocvar_camera_enable;
+float autocvar_camera_forward_follows;
+float autocvar_camera_free;
+float autocvar_camera_look_attenuation;
+float autocvar_camera_look_player;
+float autocvar_camera_mouse_treshold;
+float autocvar_camera_reset;
+float autocvar_camera_speed_attenuation;
+float autocvar_camera_speed_chase;
+float autocvar_camera_speed_free;
+float autocvar_camera_speed_roll;
+float autocvar_chase_active;
+float autocvar_cl_allow_uid2name;
+string autocvar_cl_announcer;
+float autocvar_cl_autodemo_delete;
+float autocvar_cl_autodemo_delete_keeprecords;
+float autocvar_cl_casings;
+float autocvar_cl_casings_bronze_time;
+var float autocvar_cl_casings_maxcount = 100;
+float autocvar_cl_casings_shell_time;
var float autocvar_cl_casings_sloppy = 1;
-
-var float autocvar_cl_gentle_damage;
-
-var float autocvar_scoreboard_color_bg_team;
-
-var float autocvar__menu_alpha;
-
-var float autocvar__hud_configure;
-var float autocvar_hud_configure_teamcolorforced;
-var float autocvar_hud_configure_bg_minalpha;
-var float autocvar_hud_configure_grid;
-var float autocvar_hud_configure_grid_xsize;
-var float autocvar_hud_configure_grid_ysize;
-var float autocvar_hud_configure_grid_alpha;
-
-var float autocvar__con_chat_maximized;
-var string autocvar__hud_panelorder;
-
-var string autocvar_hud_dock;
-
-var float autocvar_hud_progressbar_alpha;
-
-var string autocvar_hud_panel_bg;
-var vector autocvar_hud_panel_bg_color;
-var float autocvar_hud_panel_bg_color_team;
-var float autocvar_hud_panel_bg_alpha;
-var float autocvar_hud_panel_bg_border;
-var float autocvar_hud_panel_bg_padding;
-var float autocvar_hud_panel_fg_alpha;
-
-var float autocvar_hud_panel_weapons;
-
-var float autocvar_hud_panel_ammo;
-var float autocvar_hud_panel_ammo_onlycurrent;
-var float autocvar_hud_panel_ammo_iconalign;
-
-var float autocvar_hud_panel_powerups;
-
-var float autocvar_hud_panel_healtharmor;
-
-var float autocvar_hud_panel_notify;
-
-var float autocvar_hud_panel_timer;
-var float autocvar_hud_panel_timer_increment;
-
-var float autocvar_hud_panel_radar;
-
-var float autocvar_hud_panel_score;
-
-var float autocvar_hud_panel_racetimer;
-
-var float autocvar_hud_panel_vote;
-
-var float autocvar_hud_panel_modicons;
-
-var float autocvar_hud_panel_pressedkeys;
-
-var float autocvar_hud_panel_chat;
-
-var float autocvar_hud_panel_engineinfo;
-
-var float autocvar_hud_panel_infomessages;
-var float autocvar_hud_panel_infomessages_flip;
-
-var float autocvar_scoreboard_border_thickness;
-
-var float autocvar_cl_allow_uid2name;
+var float autocvar_cl_casings_ticrate = 0.1;
+float autocvar_cl_db_saveasdump;
+float autocvar_cl_deathscoreboard;
+float autocvar_cl_effects_lightningarc_branchfactor_add;
+float autocvar_cl_effects_lightningarc_branchfactor_start;
+float autocvar_cl_effects_lightningarc_drift_end;
+float autocvar_cl_effects_lightningarc_drift_start;
+float autocvar_cl_effects_lightningarc_segmentlength;
+float autocvar_cl_effects_lightningarc_simple;
+float autocvar_cl_gentle;
+float autocvar_cl_gentle_damage;
+float autocvar_cl_gentle_gibs;
+float autocvar_cl_gentle_messages;
+var float autocvar_cl_gibs_damageforcescale = 3.5;
+var float autocvar_cl_gibs_lifetime = 14;
+var float autocvar_cl_gibs_maxcount = 100;
+var float autocvar_cl_gibs_sloppy = 1;
+var float autocvar_cl_gibs_ticrate = 0.1;
+var float autocvar_cl_gibs_velocity_random = 1;
+var float autocvar_cl_gibs_velocity_scale = 1;
+float autocvar_cl_gibs_velocity_up;
+float autocvar_cl_gunalign;
+float autocvar_cl_hidewaypoints;
+float autocvar_cl_lockview;
+float autocvar_cl_nogibs;
+float autocvar_cl_notify_carried_items;
+float autocvar_cl_particlegibs;
+float autocvar_cl_particles_oldnexbeam;
+float autocvar_cl_particles_quality;
+float autocvar_cl_projectiles_sloppy;
+float autocvar_cl_readpicture_force;
+float autocvar_cl_reticle_item_nex;
+float autocvar_cl_reticle_item_normal;
+float autocvar_cl_reticle_stretch;
+float autocvar_cl_showacceleration;
+float autocvar_cl_showacceleration_alpha;
+string autocvar_cl_showacceleration_color;
+float autocvar_cl_showacceleration_color_custom;
+float autocvar_cl_showacceleration_position;
+float autocvar_cl_showacceleration_scale;
+float autocvar_cl_showacceleration_size;
+float autocvar_cl_showacceleration_z;
+float autocvar_cl_showspeed;
+float autocvar_cl_showspeed_position;
+float autocvar_cl_showspeed_size;
+float autocvar_cl_showspeed_unit;
+float autocvar_cl_showspeed_z;
+float autocvar_cl_sound_maptime_warning;
+float autocvar_cl_stripcolorcodes;
+var float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
+var float autocvar_cl_vehicle_spiderbot_cross_size = 1;
+float autocvar_cl_velocityzoom;
+var float autocvar_cl_velocityzoomtime = 0.3;
+string autocvar_cl_weaponpriority;
+float autocvar_cl_zoomfactor;
+float autocvar_cl_zoomsensitivity;
+float autocvar_cl_zoomspeed;
+float autocvar_con_chat;
+float autocvar_con_chatpos;
+float autocvar_con_chatsize;
+float autocvar_con_chattime;
+float autocvar_con_notify;
+float autocvar_con_notifysize;
+string autocvar_crosshair;
+float autocvar_crosshair_alpha;
+string autocvar_crosshair_color;
+float autocvar_crosshair_color_per_weapon;
+float autocvar_crosshair_dot;
+float autocvar_crosshair_dot_alpha;
+string autocvar_crosshair_dot_color;
+float autocvar_crosshair_dot_size;
+float autocvar_crosshair_effect_scalefade;
+float autocvar_crosshair_effect_speed;
+float autocvar_crosshair_hittest;
+float autocvar_crosshair_hittest_blur;
+float autocvar_crosshair_hittest_showimpact;
+float autocvar_crosshair_per_weapon;
+float autocvar_crosshair_pickup;
+float autocvar_crosshair_pickup_speed;
+float autocvar_crosshair_ring_campingrifle_alpha;
+float autocvar_crosshair_ring_nex_currentcharge_movingavg_rate;
+float autocvar_crosshair_ring_nex_currentcharge_scale;
+float autocvar_crosshair_ring_nex_inner_alpha;
+float autocvar_crosshair_ring_nex_inner_color_blue;
+float autocvar_crosshair_ring_nex_inner_color_green;
+float autocvar_crosshair_ring_nex_inner_color_red;
+float autocvar_crosshair_ring_nex_outer_alpha;
+float autocvar_crosshair_ring_size;
+float autocvar_crosshair_size;
+float autocvar_ekg;
+float autocvar_fov;
+float autocvar_g_balance_tuba_attenuation;
+float autocvar_g_balance_tuba_fadetime;
+float autocvar_g_balance_tuba_volume;
+float autocvar_g_warmup_limit;
+var float autocvar_g_waypointsprite_alpha = 1;
+var float autocvar_g_waypointsprite_crosshairfadealpha = 1;
+float autocvar_g_waypointsprite_crosshairfadedistance;
+var float autocvar_g_waypointsprite_crosshairfadescale = 1;
+float autocvar_g_waypointsprite_distancealphaexponent;
+var float autocvar_g_waypointsprite_distancefadealpha = 1;
+var float autocvar_g_waypointsprite_distancefadedistancemultiplier = 1;
+var float autocvar_g_waypointsprite_distancefadescale = 1;
+var float autocvar_g_waypointsprite_edgefadealpha = 1;
+float autocvar_g_waypointsprite_edgefadedistance;
+var float autocvar_g_waypointsprite_edgefadescale = 1;
+float autocvar_g_waypointsprite_minalpha;
+float autocvar_g_waypointsprite_minscale;
+float autocvar_g_waypointsprite_normdistance;
+var float autocvar_g_waypointsprite_scale = 1;
+float autocvar_g_waypointsprite_timealphaexponent;
+var float autocvar_hud_colorflash_alpha = 0.5;
+float autocvar_hud_configure_bg_minalpha;
+float autocvar_hud_configure_checkcollisions;
+float autocvar_hud_configure_grid;
+float autocvar_hud_configure_grid_alpha;
+float autocvar_hud_configure_grid_xsize;
+float autocvar_hud_configure_grid_ysize;
+float autocvar_hud_configure_teamcolorforced;
+float autocvar_hud_damage;
+string autocvar_hud_damage_color;
+float autocvar_hud_damage_factor;
+float autocvar_hud_damage_fade_rate;
+float autocvar_hud_damage_gentle_alpha_multiplier;
+string autocvar_hud_damage_gentle_color;
+float autocvar_hud_damage_maxalpha;
+float autocvar_hud_damage_pain_threshold;
+float autocvar_hud_damage_pain_threshold_lower;
+float autocvar_hud_damage_pain_threshold_lower_health;
+float autocvar_hud_damage_pain_threshold_pulsating_min;
+float autocvar_hud_damage_pain_threshold_pulsating_period;
+string autocvar_hud_dock;
+float autocvar_hud_dock_alpha;
+string autocvar_hud_dock_color;
+float autocvar_hud_dock_color_team;
+float autocvar_hud_panel_ammo;
+float autocvar_hud_panel_ammo_iconalign;
+float autocvar_hud_panel_ammo_maxammo;
+float autocvar_hud_panel_ammo_onlycurrent;
+float autocvar_hud_panel_ammo_progressbar;
+string autocvar_hud_panel_ammo_progressbar_name;
+float autocvar_hud_panel_ammo_progressbar_xoffset;
+float autocvar_hud_panel_ammo_text;
+string autocvar_hud_panel_bg;
+float autocvar_hud_panel_bg_alpha;
+float autocvar_hud_panel_bg_border;
+vector autocvar_hud_panel_bg_color;
+float autocvar_hud_panel_bg_color_team;
+float autocvar_hud_panel_bg_padding;
+float autocvar_hud_panel_chat;
+float autocvar_hud_panel_engineinfo;
+float autocvar_hud_panel_engineinfo_framecounter_decimals;
+float autocvar_hud_panel_engineinfo_framecounter_time;
+float autocvar_hud_panel_fg_alpha;
+float autocvar_hud_panel_healtharmor;
+float autocvar_hud_panel_healtharmor_baralign;
+float autocvar_hud_panel_healtharmor_flip;
+float autocvar_hud_panel_healtharmor_iconalign;
+float autocvar_hud_panel_healtharmor_maxarmor;
+float autocvar_hud_panel_healtharmor_maxhealth;
+float autocvar_hud_panel_healtharmor_progressbar;
+string autocvar_hud_panel_healtharmor_progressbar_armor;
+string autocvar_hud_panel_healtharmor_progressbar_health;
+float autocvar_hud_panel_healtharmor_text;
+float autocvar_hud_panel_infomessages;
+float autocvar_hud_panel_infomessages_flip;
+float autocvar_hud_panel_modicons;
+float autocvar_hud_panel_notify;
+float autocvar_hud_panel_notify_fadetime;
+float autocvar_hud_panel_notify_flip;
+float autocvar_hud_panel_notify_print;
+float autocvar_hud_panel_notify_time;
+float autocvar_hud_panel_powerups;
+float autocvar_hud_panel_powerups_baralign;
+float autocvar_hud_panel_powerups_flip;
+float autocvar_hud_panel_powerups_iconalign;
+float autocvar_hud_panel_powerups_progressbar;
+string autocvar_hud_panel_powerups_progressbar_shield;
+string autocvar_hud_panel_powerups_progressbar_strength;
+float autocvar_hud_panel_powerups_text;
+float autocvar_hud_panel_pressedkeys;
+float autocvar_hud_panel_pressedkeys_aspect;
+float autocvar_hud_panel_racetimer;
+float autocvar_hud_panel_radar;
+float autocvar_hud_panel_radar_foreground_alpha;
+float autocvar_hud_panel_radar_rotation;
+float autocvar_hud_panel_radar_scale;
+float autocvar_hud_panel_radar_zoommode;
+float autocvar_hud_panel_score;
+float autocvar_hud_panel_timer;
+float autocvar_hud_panel_timer_increment;
+float autocvar_hud_panel_vote;
+float autocvar_hud_panel_vote_alreadyvoted_alpha;
+string autocvar_hud_panel_vote_bg_alpha;
+float autocvar_hud_panel_weapons;
+float autocvar_hud_panel_weapons_accuracy;
+float autocvar_hud_panel_weapons_ammo;
+float autocvar_hud_panel_weapons_ammo_alpha;
+string autocvar_hud_panel_weapons_ammo_color;
+float autocvar_hud_panel_weapons_ammo_full_cells;
+float autocvar_hud_panel_weapons_ammo_full_fuel;
+float autocvar_hud_panel_weapons_ammo_full_nails;
+float autocvar_hud_panel_weapons_ammo_full_rockets;
+float autocvar_hud_panel_weapons_ammo_full_shells;
+float autocvar_hud_panel_weapons_aspect;
+float autocvar_hud_panel_weapons_complainbubble;
+string autocvar_hud_panel_weapons_complainbubble_color_donthave;
+string autocvar_hud_panel_weapons_complainbubble_color_outofammo;
+string autocvar_hud_panel_weapons_complainbubble_color_unavailable;
+float autocvar_hud_panel_weapons_complainbubble_fadetime;
+float autocvar_hud_panel_weapons_complainbubble_padding;
+float autocvar_hud_panel_weapons_complainbubble_time;
+var float autocvar_hud_panel_weapons_fade = 1;
+float autocvar_hud_panel_weapons_label;
+float autocvar_hud_panel_weapons_timeout;
+float autocvar_hud_panel_weapons_timeout_effect;
+float autocvar_hud_progressbar_alpha;
+float autocvar_hud_showbinds;
+float autocvar_hud_showbinds_limit;
+string autocvar_hud_skin;
+float autocvar_loddebug;
+float autocvar_menu_mouse_speed;
+string autocvar_menu_skin;
+float autocvar_r_fakelight;
+float autocvar_r_fullbright;
+float autocvar_r_letterbox;
+float autocvar_scoreboard_accuracy;
+float autocvar_scoreboard_accuracy_doublerows;
+float autocvar_scoreboard_alpha_bg;
+var float autocvar_scoreboard_alpha_fg = 1.0;
+var float autocvar_scoreboard_alpha_name = 0.9;
+var float autocvar_scoreboard_alpha_name_self = 1;
+float autocvar_scoreboard_bg_scale;
+float autocvar_scoreboard_border_thickness;
+float autocvar_scoreboard_color_bg_b;
+float autocvar_scoreboard_color_bg_g;
+float autocvar_scoreboard_color_bg_r;
+float autocvar_scoreboard_color_bg_team;
+string autocvar_scoreboard_columns;
+var float autocvar_scoreboard_fadeinspeed = 10;
+var float autocvar_scoreboard_fadeoutspeed = 5;
+float autocvar_scoreboard_highlight;
+var float autocvar_scoreboard_highlight_alpha = 0.10;
+var float autocvar_scoreboard_highlight_alpha_self = 0.25;
+float autocvar_scoreboard_offset_left;
+float autocvar_scoreboard_offset_right;
+float autocvar_scr_centerpos;
+float autocvar_scr_centersize;
+float autocvar_scr_centertime;
+float autocvar_v_flipped;
+float autocvar_vid_conheight;
+float autocvar_vid_conwidth;
+float autocvar_vid_pixelheight;
+float autocvar_viewsize;
if(e.bgmscript == "")
return 1;
- if(cvar("bgmvolume") <= 0)
+ if(autocvar_bgmvolume <= 0)
return -1;
e.just_toggled = FALSE;
casing.angles_z = ReadByte() * 360 / 256;
casing.drawmask = MASK_NORMAL;
- if(cvar("cl_casings") && isNew) {
+ if(autocvar_cl_casings && isNew) {
casing.draw = Casing_Draw;
casing.move_origin = casing.origin;
casing.move_velocity = casing.velocity + 2 * prandomvec();
{
case 1:
setmodel(casing, "models/casing_shell.mdl");
- casing.cnt = time + cvar("cl_casings_shell_time");
+ casing.cnt = time + autocvar_cl_casings_shell_time;
break;
default:
setmodel(casing, "models/casing_bronze.mdl");
- casing.cnt = time + cvar("cl_casings_bronze_time");
+ casing.cnt = time + autocvar_cl_casings_bronze_time;
break;
}
else
Casing_Delete();
- RubbleLimit("casing", cvar_or("cl_casings_maxcount",100), Casing_Delete);
+ RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
}
void Casings_Precache()
from_x = ReadCoord(); from_y = ReadCoord(); from_z = ReadCoord();
to_x = ReadCoord(); to_y = ReadCoord(); to_z = ReadCoord();
- if(cvar("cl_effects_lightningarc_simple"))
+ if(autocvar_cl_effects_lightningarc_simple)
{
te_lightning1(world,from,to);
}
{
float seglength, drifts, drifte, branchfactor, branchfactor_add;
- seglength = cvar("cl_effects_lightningarc_segmentlength");
- drifts = cvar("cl_effects_lightningarc_drift_start");
- drifte = cvar("cl_effects_lightningarc_drift_end");
- branchfactor = cvar("cl_effects_lightningarc_branchfactor_start");
- branchfactor = cvar("cl_effects_lightningarc_branchfactor_add");
+ seglength = autocvar_cl_effects_lightningarc_segmentlength;
+ drifts = autocvar_cl_effects_lightningarc_drift_start;
+ drifte = autocvar_cl_effects_lightningarc_drift_end;
+ branchfactor = autocvar_cl_effects_lightningarc_branchfactor_start;
+ branchfactor = autocvar_cl_effects_lightningarc_branchfactor_add;
cl_effetcs_lightningarc(from,to,seglength,drifts,drifte,branchfactor,branchfactor_add);
}
void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
{
float i, pmod;
- pmod = cvar("cl_particles_quality");
+ pmod = autocvar_cl_particles_quality;
for (i = 0; i < 250 * pmod; ++i)
pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
}
gib.move_touch = SUB_RemoveOnNoImpact;
gib.move_origin = gib.origin = org;
- gib.move_velocity = vconst * cvar_or("cl_gibs_velocity_scale", 1) + vrand * cvar_or("cl_gibs_velocity_random", 1) + '0 0 1' * cvar("cl_gibs_velocity_up");
+ gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
gib.move_time = time;
- gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);
+ gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
- gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);
+ gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
gib.drawmask = MASK_NORMAL;
- RubbleLimit("gib", cvar_or("cl_gibs_maxcount",100), Gib_Delete);
+ RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
}
void Ent_GibSplash(float isNew)
org_z = ReadShort() * 4 + 2;
vel = decompressShortVector(ReadShort());
- float cl_gentle_gibs = cvar("cl_gentle_gibs");
- if(cl_gentle_gibs || cvar("cl_gentle"))
+ float cl_gentle_gibs = autocvar_cl_gentle_gibs;
+ if(cl_gentle_gibs || autocvar_cl_gentle)
type |= 0x80; // set gentle bit
if(type & 0x80)
else
gentle_prefix = "morphed_";
}
- else if(cvar("cl_particlegibs"))
+ else if(autocvar_cl_particlegibs)
{
type |= 0x80;
gentle_prefix = "particlegibs_";
}
- if not(cl_gentle_gibs || cvar("cl_gentle"))
- amount *= 1 - cvar("cl_nogibs");
+ if not(cl_gentle_gibs || autocvar_cl_gentle)
+ amount *= 1 - autocvar_cl_nogibs;
- if(cvar("ekg"))
+ if(autocvar_ekg)
amount *= 5;
if(amount <= 0 || !isNew)
InterpolateOrigin_Do();
- s = cvar("cl_gunalign");
+ s = autocvar_cl_gunalign;
if(s != 1 && s != 2 && s != 4)
s = 3; // default value
--s;
centerprint_expire = min(centerprint_expire, time); // if any of the returns happens, this message will fade out
- if(cvar("scr_centertime") <= 0)
+ if(autocvar_scr_centertime <= 0)
return;
if(strMessage == "")
h = centerprint_fontsize_y*hcount;
havail = vid_conheight;
- if(cvar("con_chatpos") < 0)
- havail -= (-cvar("con_chatpos") + cvar("con_chat")) * cvar("con_chatsize"); // avoid overlapping chat
+ if(autocvar_con_chatpos < 0)
+ havail -= (-autocvar_con_chatpos + autocvar_con_chat) * autocvar_con_chatsize; // avoid overlapping chat
if(havail > vid_conheight - 70)
havail = vid_conheight - 70; // avoid overlapping HUD
centerprint_num = i;
- centerprint_expire = time + cvar("scr_centertime");
+ centerprint_expire = time + autocvar_scr_centertime;
}
void HUD_DrawCenterPrint (void)
sz = 0.8 + (a / 5);
- if(centerprint_num * cvar("scr_centersize") > 24 && scoreboard_active) // 24 = height of Scoreboard text
+ if(centerprint_num * autocvar_scr_centersize > 24 && scoreboard_active) // 24 = height of Scoreboard text
centerprint_start_y = scoreboard_bottom + centerprint_fontsize_y;
pos = centerprint_start;
void HUD_Panel_ExportCfg(string cfgname)
{
float fh;
- string filename = strcat("hud_", cvar_string("hud_skin"), "_", cfgname, ".cfg");
+ string filename = strcat("hud_", autocvar_hud_skin, "_", cfgname, ".cfg");
fh = fopen(filename, FILE_WRITE);
if(fh >= 0)
{
if(highlightedPanel == HUD_PANEL_CHAT) // some panels have their own restrictions, like the chat panel (which actually only moves the engine chat print around). Looks bad if it's too small.
{
- mySize_x = max(17 * cvar("con_chatsize"), mySize_x);
- mySize_y = max(2 * cvar("con_chatsize") + 2 * panel_bg_padding, mySize_y);
+ mySize_x = max(17 * autocvar_con_chatsize, mySize_x);
+ mySize_y = max(2 * autocvar_con_chatsize + 2 * panel_bg_padding, mySize_y);
}
// collision testing|
if (highlightedPanel_prev == -1 || mouseClicked)
return;
- hud_configure_checkcollisions = (!(hudShiftState & S_CTRL) && cvar("hud_configure_checkcollisions"));
+ hud_configure_checkcollisions = (!(hudShiftState & S_CTRL) && autocvar_hud_configure_checkcollisions);
float step;
if(autocvar_hud_configure_grid)
/*
print("menu_enabled: ", ftos(menu_enabled), "\n");
print("Highlighted: ", ftos(highlightedPanel), "\n");
- print("Menu alpha: ", cvar_string("_menu_alpha"), "\n");
+ print("Menu alpha: ", ftos(autocvar__menu_alpha), "\n");
*/
// instantly hide the editor cursor if we open the HUDExit dialog
if(highlightedPanel != -1)
highlightedPanel_prev = highlightedPanel;
- mousepos = mousepos + getmousepos() * cvar("menu_mouse_speed");
+ mousepos = mousepos + getmousepos() * autocvar_menu_mouse_speed;
mousepos_x = bound(0, mousepos_x, vid_conwidth);
mousepos_y = bound(0, mousepos_y, vid_conheight);
if (prev_pos != panel_pos || prev_size != panel_size)
{
- hud_configure_checkcollisions = (!(hudShiftState & S_CTRL) && cvar("hud_configure_checkcollisions"));
+ hud_configure_checkcollisions = (!(hudShiftState & S_CTRL) && autocvar_hud_configure_checkcollisions);
// backup!
panel_pos_backup = prev_pos;
panel_size_backup = prev_size;
cursorsize = '32 32 0';
if(highlightcheck == 0)
- drawpic(mousepos, strcat("gfx/menu/", cvar_string("menu_skin"), "/cursor.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
+ drawpic(mousepos, strcat("gfx/menu/", autocvar_menu_skin, "/cursor.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
else if(highlightcheck == 1)
- drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", cvar_string("menu_skin"), "/cursor_move.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
+ drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", autocvar_menu_skin, "/cursor_move.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
else if(highlightcheck == 2)
- drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", cvar_string("menu_skin"), "/cursor_resize.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
+ drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", autocvar_menu_skin, "/cursor_resize.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
else
- drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", cvar_string("menu_skin"), "/cursor_resize2.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
+ drawpic(mousepos - cursorsize * 0.5, strcat("gfx/menu/", autocvar_menu_skin, "/cursor_resize2.tga"), '32 32 0', '1 1 1', hud_fade_alpha, DRAWFLAG_NORMAL);
prevMouseClicked = mouseClicked;
}
if(!autocvar_hud_panel_weapons && !autocvar__hud_configure)
return;
- float timeout = cvar("hud_panel_weapons_timeout");
+ float timeout = autocvar_hud_panel_weapons_timeout;
float timeout_effect_length, timein_effect_length;
- if (cvar("hud_panel_weapons_timeout_effect") == 0)
+ if (autocvar_hud_panel_weapons_timeout_effect == 0)
{
timeout_effect_length = 0;
timein_effect_length = 0;
if (timeout && time >= weapontime + timeout && !autocvar__hud_configure)
{
f = (time - (weapontime + timeout)) / timeout_effect_length;
- if (cvar("hud_panel_weapons_timeout_effect"))
+ if (autocvar_hud_panel_weapons_timeout_effect)
{
panel_bg_alpha *= (1 - f);
panel_fg_alpha *= (1 - f);
}
- if (cvar("hud_panel_weapons_timeout_effect") == 1)
+ if (autocvar_hud_panel_weapons_timeout_effect == 1)
{
f *= f; // for a cooler movement
center_x = panel_pos_x + panel_size_x/2;
else if (timeout && time < weaponprevtime + timein_effect_length && !autocvar__hud_configure)
{
f = (time - weaponprevtime) / timein_effect_length;
- if (cvar("hud_panel_weapons_timeout_effect"))
+ if (autocvar_hud_panel_weapons_timeout_effect)
{
panel_bg_alpha *= (f);
panel_fg_alpha *= (f);
}
- if (cvar("hud_panel_weapons_timeout_effect") == 1)
+ if (autocvar_hud_panel_weapons_timeout_effect == 1)
{
f *= f; // for a cooler movement
f = 1 - f;
}
// TODO make this configurable
- if(weaponorder_bypriority != cvar_string("cl_weaponpriority"))
+ if(weaponorder_bypriority != autocvar_cl_weaponpriority)
{
if(weaponorder_bypriority)
strunzone(weaponorder_bypriority);
if(weaponorder_byimpulse)
strunzone(weaponorder_byimpulse);
- weaponorder_bypriority = strzone(cvar_string("cl_weaponpriority"));
+ weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
panel_size -= '2 2 0' * panel_bg_padding;
}
- if(cvar_or("hud_panel_weapons_fade", 1))
+ if(autocvar_hud_panel_weapons_fade)
{
wpnalpha = 3.2 - 2 * (time - weapontime);
wpnalpha = bound(0.7, wpnalpha, 1) * panel_fg_alpha;
HUD_Weapons_Clear();
float rows, columns;
- float aspect = cvar("hud_panel_weapons_aspect");
+ float aspect = autocvar_hud_panel_weapons_aspect;
rows = panel_size_y/panel_size_x;
rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
float a, type, fullammo;
float when;
- when = cvar("hud_panel_weapons_complainbubble_time");
+ when = autocvar_hud_panel_weapons_complainbubble_time;
float fadetime;
- fadetime = cvar("hud_panel_weapons_complainbubble_fadetime");
+ fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
vector color;
vector wpnpos;
float ammo_alpha;
wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
float barsize_x, barsize_y, baroffset_x, baroffset_y;
- float show_ammo = cvar("hud_panel_weapons_ammo");
+ float show_ammo = autocvar_hud_panel_weapons_ammo;
if (show_ammo)
{
- fullammo_shells = cvar("hud_panel_weapons_ammo_full_shells");
- fullammo_nails = cvar("hud_panel_weapons_ammo_full_nails");
- fullammo_rockets = cvar("hud_panel_weapons_ammo_full_rockets");
- fullammo_cells = cvar("hud_panel_weapons_ammo_full_cells");
- fullammo_fuel = cvar("hud_panel_weapons_ammo_full_fuel");
- ammo_color = stov(cvar_string("hud_panel_weapons_ammo_color"));
- ammo_alpha = panel_fg_alpha * cvar("hud_panel_weapons_ammo_alpha");
+ fullammo_shells = autocvar_hud_panel_weapons_ammo_full_shells;
+ fullammo_nails = autocvar_hud_panel_weapons_ammo_full_nails;
+ fullammo_rockets = autocvar_hud_panel_weapons_ammo_full_rockets;
+ fullammo_cells = autocvar_hud_panel_weapons_ammo_full_cells;
+ fullammo_fuel = autocvar_hud_panel_weapons_ammo_full_fuel;
+ ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
+ ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
if(wpnsize_x/wpnsize_y > aspect)
float show_accuracy;
float weapon_stats;
- if(cvar("hud_panel_weapons_accuracy") && acc_levels)
+ if(autocvar_hud_panel_weapons_accuracy && acc_levels)
{
show_accuracy = true;
if (acc_col_x[0] == -1)
}
float weapons_st = getstati(STAT_WEAPONS);
- float label = cvar("hud_panel_weapons_label");
+ float label = autocvar_hud_panel_weapons_label;
for(i = 0; i < weapon_cnt; ++i)
{
}
// draw the complain message
- if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && cvar("hud_panel_weapons_complainbubble"))
+ if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
{
if(fadetime)
{
string s;
if(complain_weapon_type == 0) {
s = "Out of ammo";
- color = stov(cvar_string("hud_panel_weapons_complainbubble_color_outofammo"));
+ color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
}
else if(complain_weapon_type == 1) {
s = "Don't have";
- color = stov(cvar_string("hud_panel_weapons_complainbubble_color_donthave"));
+ color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
}
else {
s = "Unavailable";
- color = stov(cvar_string("hud_panel_weapons_complainbubble_color_unavailable"));
+ color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
}
- float padding = cvar("hud_panel_weapons_complainbubble_padding");
+ float padding = autocvar_hud_panel_weapons_complainbubble_padding;
drawpic_aspect_skin(wpnpos + '1 1 0' * padding, "weapon_complainbubble", wpnsize - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
drawstring_aspect(wpnpos + '1 1 0' * padding, s, wpnsize - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
if (currently_selected)
drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- if(a > 0 && cvar("hud_panel_ammo_progressbar"))
- HUD_Panel_DrawProgressBar(myPos + eX * cvar("hud_panel_ammo_progressbar_xoffset") * mySize_x, mySize - eX * cvar("hud_panel_ammo_progressbar_xoffset") * mySize_x, cvar_string("hud_panel_ammo_progressbar_name"), 0, 0, min(1, a/cvar("hud_panel_ammo_maxammo")), color, autocvar_hud_progressbar_alpha * panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
+ if(a > 0 && autocvar_hud_panel_ammo_progressbar)
+ HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, 0, 0, min(1, a/autocvar_hud_panel_ammo_maxammo), color, autocvar_hud_progressbar_alpha * panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
- if(cvar("hud_panel_ammo_text"))
+ if(autocvar_hud_panel_ammo_text)
{
if(a > 0)
drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
string leftprogressname, rightprogressname;
float leftcnt, rightcnt;
float leftexact, rightexact;
- float flip = cvar("hud_panel_powerups_flip");
+ float flip = autocvar_hud_panel_powerups_flip;
if (flip) {
leftname = "strength";
- leftprogressname = cvar_string("hud_panel_powerups_progressbar_strength");
+ leftprogressname = autocvar_hud_panel_powerups_progressbar_strength;
leftcnt = ceil(strength_time);
leftexact = strength_time;
rightname = "shield";
- rightprogressname = cvar_string("hud_panel_powerups_progressbar_shield");
+ rightprogressname = autocvar_hud_panel_powerups_progressbar_shield;
rightcnt = ceil(shield_time);
rightexact = shield_time;
} else {
leftname = "shield";
- leftprogressname = cvar_string("hud_panel_powerups_progressbar_shield");
+ leftprogressname = autocvar_hud_panel_powerups_progressbar_shield;
leftcnt = ceil(shield_time);
leftexact = shield_time;
rightname = "strength";
- rightprogressname = cvar_string("hud_panel_powerups_progressbar_strength");
+ rightprogressname = autocvar_hud_panel_powerups_progressbar_strength;
rightcnt = ceil(strength_time);
rightexact = strength_time;
}
drawfont = hud_bigfont;
- float baralign = cvar("hud_panel_powerups_baralign");
+ float baralign = autocvar_hud_panel_powerups_baralign;
float barflip;
- float iconalign = cvar("hud_panel_powerups_iconalign");
- float progressbar = cvar("hud_panel_powerups_progressbar");
+ float iconalign = autocvar_hud_panel_powerups_iconalign;
+ float progressbar = autocvar_hud_panel_powerups_progressbar;
if (mySize_x/mySize_y > 4)
{
barsize = eX * 0.5 * mySize_x + eY * mySize_y;
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 0, barflip, min(1, leftcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(leftcnt > 1)
DrawNumIcon(iconalign, pos, eX * 0.5 * mySize_x + eY * mySize_y, leftcnt, leftname, 1, '1 1 1', 1);
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 0, barflip, min(1, rightcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(rightcnt > 1)
DrawNumIcon(iconalign, pos + eX * 0.5 * mySize_x, eX * 0.5 * mySize_x + eY * mySize_y, rightcnt, rightname, 0, '1 1 1', 1);
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 0, barflip, min(1, leftcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(leftcnt > 1)
DrawNumIcon(iconalign, pos, eX * mySize_x + eY * 0.5 * mySize_y, leftcnt, leftname, 1, '1 1 1', 1);
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 0, barflip, min(1, rightcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(rightcnt > 1)
DrawNumIcon(iconalign, pos + eY * 0.5 * mySize_y, eX * mySize_x + eY * 0.5 * mySize_y, rightcnt, rightname, 0, '1 1 1', 1);
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 1, barflip, min(1, leftcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(leftcnt <= 5)
drawpic_aspect_skin_expanding(picpos, leftname, '0.4 0.4 0' * mySize_x, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, bound(0, (leftcnt - leftexact) / 0.5, 1));
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 1, barflip, min(1, rightcnt/30), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * bound(0, max(strength_time, shield_time), 1), DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_powerups_text"))
+ if(autocvar_hud_panel_powerups_text)
{
if(rightcnt <= 5)
drawpic_aspect_skin_expanding(picpos, rightname, '0.4 0.4 0' * mySize_x, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, bound(0, (rightcnt - rightexact) / 0.5, 1));
vector numpos;
drawfont = hud_bigfont;
- float baralign = cvar("hud_panel_healtharmor_baralign");
- float iconalign = cvar("hud_panel_healtharmor_iconalign");
- float progressbar = cvar("hud_panel_healtharmor_progressbar");
+ float baralign = autocvar_hud_panel_healtharmor_baralign;
+ float iconalign = autocvar_hud_panel_healtharmor_iconalign;
+ float progressbar = autocvar_hud_panel_healtharmor_progressbar;
- float maxhealth = cvar("hud_panel_healtharmor_maxhealth");
- float maxarmor = cvar("hud_panel_healtharmor_maxarmor");
+ float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
+ float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
{
vector v;
if(progressbar)
{
HUD_Panel_GetProgressBarColor(health);
- HUD_Panel_DrawProgressBar(barpos, barsize, cvar_string("hud_panel_healtharmor_progressbar_health"), 0, mod(baralign, 2), x/maxtotal, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ HUD_Panel_DrawProgressBar(barpos, barsize, autocvar_hud_panel_healtharmor_progressbar_health, 0, mod(baralign, 2), x/maxtotal, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
if(armor)
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "armor", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
}
else
if(progressbar)
{
HUD_Panel_GetProgressBarColor(armor);
- HUD_Panel_DrawProgressBar(barpos, barsize, cvar_string("hud_panel_healtharmor_progressbar_armor"), 0, mod(baralign, 2), x/maxtotal, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ HUD_Panel_DrawProgressBar(barpos, barsize, autocvar_hud_panel_healtharmor_progressbar_armor, 0, mod(baralign, 2), x/maxtotal, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
if(health)
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "health", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
DrawNumIcon(iconalign, pos, mySize, x, biggercount, 1, HUD_Get_Num_Color(x, maxtotal), 1);
// fuel
float leftmax, rightmax;
float leftactive, rightactive;
float leftalpha, rightalpha;
- float flip = cvar("hud_panel_healtharmor_flip");
+ float flip = autocvar_hud_panel_healtharmor_flip;
float barflip;
if (flip) { // old style layout with armor left/top of health
leftname = "armor";
- leftprogressname = cvar_string("hud_panel_healtharmor_progressbar_armor");
+ leftprogressname = autocvar_hud_panel_healtharmor_progressbar_armor;
leftcnt = armor;
if(leftcnt)
leftactive = 1;
leftmax = maxarmor;
rightname = "health";
- rightprogressname = cvar_string("hud_panel_healtharmor_progressbar_health");
+ rightprogressname = autocvar_hud_panel_healtharmor_progressbar_health;
rightcnt = health;
rightactive = 1;
rightalpha = 1;
rightmax = maxhealth;
} else {
leftname = "health";
- leftprogressname = cvar_string("hud_panel_healtharmor_progressbar_health");
+ leftprogressname = autocvar_hud_panel_healtharmor_progressbar_health;
leftcnt = health;
leftactive = 1;
leftalpha = 1;
leftmax = maxhealth;
rightname = "armor";
- rightprogressname = cvar_string("hud_panel_healtharmor_progressbar_armor");
+ rightprogressname = autocvar_hud_panel_healtharmor_progressbar_armor;
rightcnt = armor;
if(rightcnt)
rightactive = 1;
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 0, barflip, min(1, leftcnt/leftmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
DrawNumIcon(iconalign, pos, eX * 0.5 * mySize_x + eY * mySize_y, leftcnt, leftname, 1, HUD_Get_Num_Color(leftcnt, leftmax), 1);
}
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 0, barflip, min(1, rightcnt/rightmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
DrawNumIcon(iconalign, pos + eX * 0.5 * mySize_x, eX * 0.5 * mySize_x + eY * mySize_y, rightcnt, rightname, 0, HUD_Get_Num_Color(rightcnt, rightmax), 1);
}
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 0, barflip, min(1, leftcnt/leftmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
DrawNumIcon(iconalign, pos, eX * mySize_x + eY * 0.5 * mySize_y, leftcnt, leftname, 1, HUD_Get_Num_Color(leftcnt, leftmax), 1);
}
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 0, barflip, min(1, rightcnt/rightmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
DrawNumIcon(iconalign, pos + eY * 0.5 * mySize_y, eX * mySize_x + eY * 0.5 * mySize_y, rightcnt, rightname, 0, HUD_Get_Num_Color(rightcnt, rightmax), 1);
}
HUD_Panel_GetProgressBarColorForString(leftname);
HUD_Panel_DrawProgressBar(barpos, barsize, leftprogressname, 1, barflip, min(1, leftcnt/leftmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
{
drawpic_aspect_skin(picpos, leftname, '0.4 0.4 0' * mySize_x, '1 1 1', leftalpha * panel_fg_alpha, DRAWFLAG_NORMAL);
drawstring_aspect(numpos, ftos(leftcnt), eX * 0.5 * mySize_x + eY * 0.25 * mySize_x, HUD_Get_Num_Color(leftcnt, leftmax), panel_fg_alpha, DRAWFLAG_NORMAL);
HUD_Panel_GetProgressBarColorForString(rightname);
HUD_Panel_DrawProgressBar(barpos, barsize, rightprogressname, 1, barflip, min(1, rightcnt/rightmax), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if(cvar("hud_panel_healtharmor_text"))
+ if(autocvar_hud_panel_healtharmor_text)
{
drawpic_aspect_skin(picpos, rightname, '0.4 0.4 0' * mySize_x, '1 1 1', rightalpha * panel_fg_alpha, DRAWFLAG_NORMAL);
drawstring_aspect(numpos, ftos(rightcnt), eX * 0.5 * mySize_x + eY * 0.25 * mySize_x, HUD_Get_Num_Color(rightcnt, rightmax), panel_fg_alpha, DRAWFLAG_NORMAL);
{
float w;
float alsoprint, gentle;
- alsoprint = (cvar("hud_panel_notify_print") || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
- gentle = (cvar("cl_gentle") || cvar("cl_gentle_messages"));
+ alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
+ gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == GAME_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
return;
void HUD_Centerprint(string s1, string s2, float type, float msg)
{
float gentle;
- gentle = (cvar("cl_gentle") || cvar("cl_gentle_messages"));
+ gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
if(msg == MSG_SUICIDE) {
if (type == DEATH_TEAMCHANGE) {
centerprint(strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", s1));
float a;
float when;
- when = cvar("hud_panel_notify_time");
+ when = autocvar_hud_panel_notify_time;
float fadetime;
- fadetime = cvar("hud_panel_notify_fadetime");
+ fadetime = autocvar_hud_panel_notify_fadetime;
string s;
string attacker, victim;
float i, j, w, step, limit;
- if(cvar("hud_panel_notify_flip")) //order items from the top down
+ if(autocvar_hud_panel_notify_flip) //order items from the top down
{
i = 0;
step = +1;
if(!autocvar__hud_configure)
{
panel_fg_alpha = autocvar_hud_panel_fg_alpha;
- panel_bg_alpha_str = cvar_string("hud_panel_vote_bg_alpha");
+ panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
if(panel_bg_alpha_str == "") {
panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
pos = panel_pos;
mySize = panel_size;
- a = vote_alpha * bound(cvar("hud_panel_vote_alreadyvoted_alpha"), 1 - vote_highlighted, 1);
+ a = vote_alpha * bound(autocvar_hud_panel_vote_alreadyvoted_alpha, 1 - vote_highlighted, 1);
HUD_Panel_DrawBg(a);
a = panel_fg_alpha * a;
if(score && (score < t || !t)) {
db_put(ClientProgsDB, strcat(shortmapname, rr, "time"), ftos(score));
- if(cvar("cl_autodemo_delete_keeprecords"))
+ if(autocvar_cl_autodemo_delete_keeprecords)
{
- f = cvar("cl_autodemo_delete");
+ f = autocvar_cl_autodemo_delete;
f &~= 1;
cvar_set("cl_autodemo_delete", ftos(f)); // don't delete demo with new record!
}
}
// force custom aspect
- float aspect = cvar("hud_panel_pressedkeys_aspect");
+ float aspect = autocvar_hud_panel_pressedkeys_aspect;
if(aspect)
{
vector newSize;
cvar_set("con_chatrect_y", ftos(pos_y/vid_conheight));
cvar_set("con_chatwidth", ftos(mySize_x/vid_conwidth));
- cvar_set("con_chat", ftos(floor(mySize_y/cvar("con_chatsize") - 0.5)));
+ cvar_set("con_chat", ftos(floor(mySize_y/autocvar_con_chatsize - 0.5)));
if(autocvar__hud_configure)
{
float chatsize;
- chatsize = cvar("con_chatsize");
+ chatsize = autocvar_con_chatsize;
cvar_set("con_chatrect_x", "9001"); // over 9000, we'll fake it instead for more control over alpha and such
float i, a;
- for(i = 0; i < cvar("con_chat"); ++i)
+ for(i = 0; i < autocvar_con_chat; ++i)
{
- if(i == cvar("con_chat") - 1)
+ if(i == autocvar_con_chat - 1)
a = panel_fg_alpha;
else
- a = panel_fg_alpha * floor(((i + 1) * 7 + cvar("con_chattime"))/45);
+ a = panel_fg_alpha * floor(((i + 1) * 7 + autocvar_con_chattime)/45);
drawcolorcodedstring(pos + eY * i * chatsize, textShortenToWidth("^3Player^7: This is the chat area.", mySize_x, '1 1 0' * chatsize, stringwidth_colors), '1 1 0' * chatsize, a, DRAWFLAG_NORMAL);
}
}
else
{
framecounter += 1;
- if(currentTime - prevfps_time > cvar("hud_panel_engineinfo_framecounter_time"))
+ if(currentTime - prevfps_time > autocvar_hud_panel_engineinfo_framecounter_time)
{
prevfps = framecounter/(currentTime - prevfps_time);
framecounter = 0;
vector color;
color = HUD_Get_Num_Color (prevfps, 100);
drawfont = hud_bigfont;
- drawstring_aspect(pos, strcat("FPS: ", ftos_decimals(prevfps, cvar("hud_panel_engineinfo_framecounter_decimals"))), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos, strcat("FPS: ", ftos_decimals(prevfps, autocvar_hud_panel_engineinfo_framecounter_decimals)), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
drawfont = hud_font;
}
float pos, conversion_factor;
string speed, zspeed, unit;
- switch(cvar("cl_showspeed_unit"))
+ switch(autocvar_cl_showspeed_unit)
{
default:
case 0:
speed = strcat(ftos(floor( vlen(pmove_vel - pmove_vel_z * '0 0 1') * conversion_factor + 0.5 )), unit);
- numsize_x = numsize_y = cvar("cl_showspeed_size");
- pos = (vid_conheight - numsize_y) * cvar("cl_showspeed_position");
+ numsize_x = numsize_y = autocvar_cl_showspeed_size;
+ pos = (vid_conheight - numsize_y) * autocvar_cl_showspeed_position;
drawfont = hud_bigfont;
drawstringcenter(eX + pos * eY, speed, numsize, '1 1 1', autocvar_hud_panel_fg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
- if (cvar("cl_showspeed_z") == 1) {
+ if (autocvar_cl_showspeed_z == 1) {
zspeed = strcat(ftos(fabs(floor( pmove_vel_z * conversion_factor + 0.5 ))), unit);
drawstringcenter(eX + pos * eY + numsize_y * eY, zspeed, numsize * 0.5, '1 1 1', autocvar_hud_panel_fg_alpha * hud_fade_alpha, DRAWFLAG_NORMAL);
}
top_y = 0;
f = time - acc_prevtime;
- if(cvar("cl_showacceleration_z"))
+ if(autocvar_cl_showacceleration_z)
acceleration = (vlen(pmove_vel) - vlen(acc_prevspeed)) * (1 / f);
else
acceleration = (vlen(pmove_vel - '0 0 1' * pmove_vel_z) - vlen(acc_prevspeed - '0 0 1' * acc_prevspeed_z)) * (1 / f);
if (acceleration == 0)
return;
- pos = top - sz/2 * eY + (cvar("cl_showacceleration_position") * vid_conheight) * eY;
+ pos = top - sz/2 * eY + (autocvar_cl_showacceleration_position * vid_conheight) * eY;
- sz = cvar("cl_showacceleration_size");
- scale = cvar("cl_showacceleration_scale");
- alpha = cvar("cl_showacceleration_alpha");
- if (cvar("cl_showacceleration_color_custom"))
- rgb = stov(cvar_string("cl_showacceleration_color"));
+ sz = autocvar_cl_showacceleration_size;
+ scale = autocvar_cl_showacceleration_scale;
+ alpha = autocvar_cl_showacceleration_alpha;
+ if (autocvar_cl_showacceleration_color_custom)
+ rgb = stov(autocvar_cl_showacceleration_color);
else {
if (acceleration < 0)
rgb = '1 .5 .5' - '0 .5 .5' * bound(0, -acceleration * 0.2, 1);
return;
// Drawing stuff
- if (hud_skin_path != cvar_string("hud_skin"))
+ if (hud_skin_path != autocvar_hud_skin)
{
if (hud_skin_path)
strunzone(hud_skin_path);
- hud_skin_path = strzone(strcat("gfx/hud/", cvar_string("hud_skin")));
+ hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
}
// HUD configure visible grid
{
float f;
vector color;
- float hud_dock_color_team = cvar("hud_dock_color_team");
+ float hud_dock_color_team = autocvar_hud_dock_color_team;
if((teamplay) && hud_dock_color_team) {
f = stof(getplayerkey(player_localentnum - 1, "colors"));
color = colormapPaletteColor(mod(f, 16), 1) * hud_dock_color_team;
}
else
{
- string hud_dock_color = cvar_string("hud_dock_color");
+ string hud_dock_color = autocvar_hud_dock_color;
if(hud_dock_color == "shirt") {
f = stof(getplayerkey(player_localentnum - 1, "colors"));
color = colormapPaletteColor(floor(f / 16), 0);
pic = "gfx/hud/default/dock_medium";
}
}
- drawpic('0 0 0', pic, eX * vid_conwidth + eY * vid_conheight, color, cvar("hud_dock_alpha") * hud_fade_alpha, DRAWFLAG_NORMAL); // no aspect ratio forcing on dock...
+ drawpic('0 0 0', pic, eX * vid_conwidth + eY * vid_conheight, color, autocvar_hud_dock_alpha * hud_fade_alpha, DRAWFLAG_NORMAL); // no aspect ratio forcing on dock...
}
// cache the panel order into the panel_order array
HUD_Chat(); // HUD_DrawPanel(HUD_PANEL_CHAT);
// TODO hud_'ify these
- if (cvar("cl_showspeed"))
+ if (autocvar_cl_showspeed)
HUD_ShowSpeed();
- if (cvar("cl_showacceleration"))
+ if (autocvar_cl_showacceleration)
HUD_ShowAcceleration();
if (autocvar__hud_configure && spectatee_status && hud_configure_prev == -1) // try to join if we are in hud_configure mode, but still spectating, and in the first frame (in order to get rid of motd when launching a server via the menu "HUD Setup" button)
xmin = vid_conwidth*0.05; // 5% border must suffice
xmax = vid_conwidth - xmin;
ymin = 20;
- i = cvar("con_chatpos"); //*cvar("con_chatsize");
+ i = autocvar_con_chatpos; //*autocvar_con_chatsize;
if(i < 0)
- ymax = vid_conheight + (i - cvar("con_chat")) * cvar("con_chatsize");
+ ymax = vid_conheight + (i - autocvar_con_chat) * autocvar_con_chatsize;
if(i >= 0 || ymax < (vid_conheight*0.5))
ymax = vid_conheight - ymin;
MapVote_DrawAbstain(pos, isize, xmax - xmin, tmp, i);
}
- drawpic(mv_mousepos, strcat("gfx/menu/", cvar_string("menu_skin"), "/cursor.tga"), '32 32 0', '1 1 1', autocvar_hud_panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic(mv_mousepos, strcat("gfx/menu/", autocvar_menu_skin, "/cursor.tga"), '32 32 0', '1 1 1', autocvar_hud_panel_fg_alpha, DRAWFLAG_NORMAL);
}
void Cmd_MapVote_MapDownload(float argc)
// check for pending announcement, play it and remove it
if(announce_snd != "")
{
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
strunzone(announce_snd);
announce_snd = "";
}
if (!spectatee_status) //do cprint only for players
centerprint("^1Begin!");
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
//reset maptime announcers now as well
announcer_5min = announcer_1min = FALSE;
centerprint(strcat("^1Game starts in ", ftos(countdown_rounded), " seconds"));
if(countdown_rounded <= 3 && countdown_rounded >= 1) {
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
}
self.nextthink = getstatf(STAT_GAMESTARTTIME) - (countdown - 1);
float warmuplimit;
float warmuptimeleft;
if(warmup_stage) {
- warmuplimit = cvar("g_warmup_limit");
+ warmuplimit = autocvar_g_warmup_limit;
if(warmuplimit > 0) {
warmuptimeleft = max(0, warmuplimit + getstatf(STAT_GAMESTARTTIME) - time);
}
}
//5 minute check
- if (cvar("cl_sound_maptime_warning") >= 2) {
+ if (autocvar_cl_sound_maptime_warning >= 2) {
//make sure that after connect (and e.g. 4 minutes left) we will not get a wrong sound
if(announcer_5min)
{
if not (warmuplimit == -1 && warmup_stage) {
announcer_5min = TRUE;
//dprint("i will play the sound, I promise!\n");
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
//1 minute check
- if (cvar("cl_sound_maptime_warning") == 1 || cvar("cl_sound_maptime_warning") == 3) {
+ if (autocvar_cl_sound_maptime_warning == 1 || autocvar_cl_sound_maptime_warning == 3) {
if (announcer_1min)
{
if(((!warmup_stage || warmuplimit == 0) && timeleft > 60) || (warmup_stage && warmuplimit > 0 && warmuptimeleft > 60))
//if we're in warmup mode, check whether there's a warmup timelimit
if not (warmuplimit == -1 && warmup_stage) {
announcer_1min = TRUE;
- sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
}
float pickup;
string item;
- if not(cvar("cl_notify_carried_items"))
+ if not(autocvar_cl_notify_carried_items)
return;
stat_items = getstati(STAT_ITEMS);
if (item)
{
if (pickup) {
- if (cvar("cl_notify_carried_items") & 2)
+ if (autocvar_cl_notify_carried_items & 2)
centerprint(strcat("You picked up the ", item, "!"));
}
else {
- if (cvar("cl_notify_carried_items") & 1)
+ if (autocvar_cl_notify_carried_items & 1)
centerprint(strcat("You got the ", item, "!"));
}
}
* TODO: announcer queues
*/
void Announcer_Precache () {
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/1minuteremains.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/5minutesremain.wav"));
-
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/electrobitch.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/airshot.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/03kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/05kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/10kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/15kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/20kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/25kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/30kills.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/botlike.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/yoda.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/amazing.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/awesome.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/headshot.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/impressive.wav"));
-
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/begin.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/timeoutcalled.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/1fragleft.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/2fragsleft.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/3fragsleft.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/terminated.wav"));
-
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/1.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/2.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/3.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/4.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/5.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/6.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/7.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/8.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/9.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/10.wav"));
-
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/lastsecond.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/narrowly.wav"));
-
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/voteaccept.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/votecall.wav"));
- precache_sound (strcat("announcer/", cvar_string("cl_announcer"), "/votefail.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/1minuteremains.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/5minutesremain.wav"));
+
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/electrobitch.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/airshot.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/03kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/05kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/10kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/15kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/20kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/25kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/30kills.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/botlike.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/yoda.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/amazing.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/awesome.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/headshot.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/impressive.wav"));
+
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/begin.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/timeoutcalled.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/1fragleft.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/2fragsleft.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/3fragsleft.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/terminated.wav"));
+
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/1.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/2.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/3.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/4.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/5.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/6.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/7.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/8.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/9.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/10.wav"));
+
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/lastsecond.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/narrowly.wav"));
+
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/voteaccept.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/votecall.wav"));
+ precache_sound (strcat("announcer/", autocvar_cl_announcer, "/votefail.wav"));
}
void AuditLists()
float f;
string file;
- if(cvar("cl_readpicture_force"))
+ if(autocvar_cl_readpicture_force)
return false;
file = strcat(name, ".tga");
//draw either the old v2.3 beam or the new beam
charge = sqrt(charge); // divide evenly among trail spacing and alpha
particles_alphamin = particles_alphamax = charge;
- if (cvar("cl_particles_oldnexbeam") && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
+ if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, charge, 1);
else
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, charge, 1);
// TODO: re enable with gametype dependant cvars?
if(argc < 2) // no arguments provided
- argc = tokenizebyseparator(strcat("x ", cvar_string("scoreboard_columns")), " ");
+ argc = tokenizebyseparator(strcat("x ", autocvar_scoreboard_columns), " ");
if(argc < 2)
argc = tokenizebyseparator(strcat("x ", HUD_DefaultColumnLayout()), " ");
is_spec = (GetPlayerColor(pl.sv_entnum) == COLOR_SPECTATOR);
if((rgb == '1 1 1') && (!is_spec)) {
- rgb_x = cvar("scoreboard_color_bg_r") + 0.5;
- rgb_y = cvar("scoreboard_color_bg_g") + 0.5;
- rgb_z = cvar("scoreboard_color_bg_b") + 0.5; }
+ rgb_x = autocvar_scoreboard_color_bg_r + 0.5;
+ rgb_y = autocvar_scoreboard_color_bg_g + 0.5;
+ rgb_z = autocvar_scoreboard_color_bg_b + 0.5; }
// Layout:
tmp_x = sbwidth;
return 1;
else if (intermission == 1)
return 1;
- else if (getstati(STAT_HEALTH) <= 0 && cvar("cl_deathscoreboard"))
+ else if (getstati(STAT_HEALTH) <= 0 && autocvar_cl_deathscoreboard)
return 1;
else if (scoreboard_showscores_force)
return 1;
float i;
float weapon_cnt = WEP_COUNT - 3; // either minstanex/nex are hidden, no port-o-launch, no tuba
float rows;
- if(cvar("scoreboard_accuracy_doublerows"))
+ if(autocvar_scoreboard_accuracy_doublerows)
rows = 2;
else
rows = 1;
float is_spec;
is_spec = (GetPlayerColor(pl.sv_entnum) == COLOR_SPECTATOR);
vector hl_rgb;
- hl_rgb_x = cvar("scoreboard_color_bg_r") + 0.5;
- hl_rgb_y = cvar("scoreboard_color_bg_g") + 0.5;
- hl_rgb_z = cvar("scoreboard_color_bg_b") + 0.5;
+ hl_rgb_x = autocvar_scoreboard_color_bg_r + 0.5;
+ hl_rgb_y = autocvar_scoreboard_color_bg_g + 0.5;
+ hl_rgb_z = autocvar_scoreboard_color_bg_b + 0.5;
pos_y += hud_fontsize_y;
drawstring(pos, strcat("Rankings"), hud_fontsize, '1 1 1', scoreboard_alpha_fg, DRAWFLAG_NORMAL);
}
if(hud_woulddrawscoreboard) {
- float scoreboard_fadeinspeed = cvar_or("scoreboard_fadeinspeed", 10);
+ float scoreboard_fadeinspeed = autocvar_scoreboard_fadeinspeed;
if (scoreboard_fadeinspeed)
scoreboard_fade_alpha = bound (0, (time - hud_woulddrawscoreboard_change) * scoreboard_fadeinspeed, 1);
else
scoreboard_fade_alpha = 1;
}
else {
- float scoreboard_fadeoutspeed = cvar_or("scoreboard_fadeoutspeed", 5);
+ float scoreboard_fadeoutspeed = autocvar_scoreboard_fadeoutspeed;
if (scoreboard_fadeoutspeed)
scoreboard_fade_alpha = bound (0, (1/scoreboard_fadeoutspeed - (time - hud_woulddrawscoreboard_change)) * scoreboard_fadeoutspeed, 1);
else
HUD_UpdatePlayerTeams();
- scoreboard_alpha_bg = cvar("scoreboard_alpha_bg") * scoreboard_fade_alpha * (1 - autocvar__menu_alpha);
- scoreboard_alpha_fg = cvar_or("scoreboard_alpha_fg", 1.0) * scoreboard_fade_alpha * (1 - autocvar__menu_alpha);
- scoreboard_highlight = cvar("scoreboard_highlight");
- scoreboard_highlight_alpha = cvar_or("scoreboard_highlight_alpha", 0.10) * scoreboard_alpha_fg;
- scoreboard_highlight_alpha_self = cvar_or("scoreboard_highlight_alpha_self", 0.25) * scoreboard_alpha_fg;
- scoreboard_alpha_name = cvar_or("scoreboard_alpha_name", 0.9) * scoreboard_alpha_fg;
- scoreboard_alpha_name_self = cvar_or("scoreboard_alpha_name_self", 1) * scoreboard_alpha_fg;
+ scoreboard_alpha_bg = autocvar_scoreboard_alpha_bg * scoreboard_fade_alpha * (1 - autocvar__menu_alpha);
+ scoreboard_alpha_fg = autocvar_scoreboard_alpha_fg * scoreboard_fade_alpha * (1 - autocvar__menu_alpha);
+ scoreboard_highlight = autocvar_scoreboard_highlight;
+ scoreboard_highlight_alpha = autocvar_scoreboard_highlight_alpha * scoreboard_alpha_fg;
+ scoreboard_highlight_alpha_self = autocvar_scoreboard_highlight_alpha_self * scoreboard_alpha_fg;
+ scoreboard_alpha_name = autocvar_scoreboard_alpha_name * scoreboard_alpha_fg;
+ scoreboard_alpha_name_self = autocvar_scoreboard_alpha_name_self * scoreboard_alpha_fg;
vector rgb, pos, tmp;
entity pl, tm;
- xmin = cvar("scoreboard_offset_left") * vid_conwidth;
- ymin = cvar("con_notify") * cvar("con_notifysize");
+ xmin = autocvar_scoreboard_offset_left * vid_conwidth;
+ ymin = autocvar_con_notify * autocvar_con_notifysize;
- xmax = (1 - cvar("scoreboard_offset_right")) * vid_conwidth;
+ xmax = (1 - autocvar_scoreboard_offset_right) * vid_conwidth;
ymax = vid_conheight - ymin;
sbwidth = xmax - xmin;
drawfont = hud_font;
// Draw the scoreboard
- vector bg_size = drawgetimagesize("gfx/scoreboard/scoreboard_bg") * cvar("scoreboard_bg_scale");
+ vector bg_size = drawgetimagesize("gfx/scoreboard/scoreboard_bg") * autocvar_scoreboard_bg_scale;
if(teamplay)
{
}
else
{
- rgb_x = cvar("scoreboard_color_bg_r");
- rgb_y = cvar("scoreboard_color_bg_g");
- rgb_z = cvar("scoreboard_color_bg_b");
+ rgb_x = autocvar_scoreboard_color_bg_r;
+ rgb_y = autocvar_scoreboard_color_bg_g;
+ rgb_z = autocvar_scoreboard_color_bg_b;
for(tm = teams.sort_next; tm; tm = tm.sort_next)
{
}
pos = HUD_DrawScoreboardRankings(pos, pl, rgb, bg_size);
}
- else if(cvar("scoreboard_accuracy") && spectatee_status != -1 && !warmup_stage) {
+ else if(autocvar_scoreboard_accuracy && spectatee_status != -1 && !warmup_stage) {
if(teamplay)
pos = HUD_DrawScoreboardAccuracyStats(pos, GetTeamRGB(myteam), bg_size);
else
else
e.state = 0;
}
- vol = e.state * e.volume * cvar("bgmvolume");
+ vol = e.state * e.volume * autocvar_bgmvolume;
if(vol != vol0)
{
if(vol0 < 0)
void teamradar_loadcvars()
{
- v_flipped = cvar("v_flipped");
- hud_panel_radar_scale = cvar("hud_panel_radar_scale");
- hud_panel_radar_foreground_alpha = cvar("hud_panel_radar_foreground_alpha") * panel_fg_alpha;
- hud_panel_radar_rotation = cvar("hud_panel_radar_rotation");
- hud_panel_radar_zoommode = cvar("hud_panel_radar_zoommode");
+ v_flipped = autocvar_v_flipped;
+ hud_panel_radar_scale = autocvar_hud_panel_radar_scale;
+ hud_panel_radar_foreground_alpha = autocvar_hud_panel_radar_foreground_alpha * panel_fg_alpha;
+ hud_panel_radar_rotation = autocvar_hud_panel_radar_rotation;
+ hud_panel_radar_zoommode = autocvar_hud_panel_radar_zoommode;
// others default to 0
// match this to defaultXonotic.cfg!
void Ent_TubaNote_Think()
{
float f;
- f = cvar("g_balance_tuba_fadetime");
+ f = autocvar_g_balance_tuba_fadetime;
if(f > 0)
self.cnt -= frametime * self.count / f;
else
remove(self);
}
else
- sound(self, CHAN_PROJECTILE, "", self.cnt, self.attenuate * cvar("g_balance_tuba_attenuation"));
+ sound(self, CHAN_PROJECTILE, "", self.cnt, self.attenuate * autocvar_g_balance_tuba_attenuation);
}
void Ent_TubaNote_UpdateSound()
{
- self.enemy.cnt = bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1);
+ self.enemy.cnt = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
self.enemy.count = self.enemy.cnt;
- sound(self.enemy, CHAN_PROJECTILE, TUBA_STARTNOTE(self.cnt), self.enemy.cnt, self.enemy.attenuate * cvar("g_balance_tuba_attenuation"));
+ sound(self.enemy, CHAN_PROJECTILE, TUBA_STARTNOTE(self.cnt), self.enemy.cnt, self.enemy.attenuate * autocvar_g_balance_tuba_attenuation);
}
void Ent_TubaNote_StopSound()
if(self.lodmodelindex1)
{
- d = cvar("loddebug");
+ d = autocvar_loddebug;
if(d > 0)
{
if(d == 1)
if(self.hideflags & 2)
return; // radar only
- if(cvar("cl_hidewaypoints") >= 2)
+ if(autocvar_cl_hidewaypoints >= 2)
return;
if(self.hideflags & 1)
- if(cvar("cl_hidewaypoints"))
+ if(autocvar_cl_hidewaypoints)
return; // fixed waypoint
InterpolateOrigin_Do();
d = o - '0.5 0 0' * vid_conwidth - '0 0.5 0' * vid_conheight;
/*
- if(cvar("v_flipped"))
+ if(autocvar_v_flipped)
d_x = -d_x;
*/
void WaypointSprite_Load()
{
waypointsprite_fadedistance = vlen(mi_max - mi_min);
- waypointsprite_normdistance = cvar("g_waypointsprite_normdistance");
- waypointsprite_minscale = cvar("g_waypointsprite_minscale");
- waypointsprite_minalpha = cvar("g_waypointsprite_minalpha");
- waypointsprite_distancealphaexponent = cvar("g_waypointsprite_distancealphaexponent");
- waypointsprite_timealphaexponent = cvar("g_waypointsprite_timealphaexponent");
- waypointsprite_scale = cvar_or("g_waypointsprite_scale", 1);
- waypointsprite_edgefadealpha = cvar_or("g_waypointsprite_edgefadealpha", 1);
- waypointsprite_edgefadescale = cvar_or("g_waypointsprite_edgefadescale", 1);
- waypointsprite_edgefadedistance = cvar("g_waypointsprite_edgefadedistance");
- waypointsprite_crosshairfadealpha = cvar_or("g_waypointsprite_crosshairfadealpha", 1);
- waypointsprite_crosshairfadescale = cvar_or("g_waypointsprite_crosshairfadescale", 1);
- waypointsprite_crosshairfadedistance = cvar("g_waypointsprite_crosshairfadedistance");
- waypointsprite_distancefadealpha = cvar_or("g_waypointsprite_distancefadealpha", 1);
- waypointsprite_distancefadescale = cvar_or("g_waypointsprite_distancefadescale", 1);
- waypointsprite_distancefadedistance = vlen(mi_max - mi_min) * cvar_or("g_waypointsprite_distancefadedistancemultiplier", 1);
- waypointsprite_alpha = cvar_or("g_waypointsprite_alpha", 1) * (1 - autocvar__menu_alpha);
+ waypointsprite_normdistance = autocvar_g_waypointsprite_normdistance;
+ waypointsprite_minscale = autocvar_g_waypointsprite_minscale;
+ waypointsprite_minalpha = autocvar_g_waypointsprite_minalpha;
+ waypointsprite_distancealphaexponent = autocvar_g_waypointsprite_distancealphaexponent;
+ waypointsprite_timealphaexponent = autocvar_g_waypointsprite_timealphaexponent;
+ waypointsprite_scale = autocvar_g_waypointsprite_scale;
+ waypointsprite_edgefadealpha = autocvar_g_waypointsprite_edgefadealpha;
+ waypointsprite_edgefadescale = autocvar_g_waypointsprite_edgefadescale;
+ waypointsprite_edgefadedistance = autocvar_g_waypointsprite_edgefadedistance;
+ waypointsprite_crosshairfadealpha = autocvar_g_waypointsprite_crosshairfadealpha;
+ waypointsprite_crosshairfadescale = autocvar_g_waypointsprite_crosshairfadescale;
+ waypointsprite_crosshairfadedistance = autocvar_g_waypointsprite_crosshairfadedistance;
+ waypointsprite_distancefadealpha = autocvar_g_waypointsprite_distancefadealpha;
+ waypointsprite_distancefadescale = autocvar_g_waypointsprite_distancefadescale;
+ waypointsprite_distancefadedistance = vlen(mi_max - mi_min) * autocvar_g_waypointsprite_distancefadedistancemultiplier;
+ waypointsprite_alpha = autocvar_g_waypointsprite_alpha * (1 - autocvar__menu_alpha);
if(!waypointsprite_initialized)
{
void anticheat_report()
{
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_speedhack))));
GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_div0_strafebot_old))));
entity oldself;
oldself = self;
- if(g_arena && cvar("g_arena_warmup"))
- warmup = time + cvar("g_arena_warmup");
+ if(g_arena && autocvar_g_arena_warmup)
+ warmup = time + autocvar_g_arena_warmup;
else if(g_ca) {
- warmup = time + cvar("g_ca_warmup");
+ warmup = time + autocvar_g_ca_warmup;
allowed_to_spawn = 1;
}
else if(g_freezetag)
{
- warmup = time + cvar("g_freezetag_warmup");
+ warmup = time + autocvar_g_freezetag_warmup;
}
lms_lowest_lives = 999;
}
if(g_keyhunt)
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
if(g_arena)
if(champion && champion.classname == "player" && player_count > 1)
return;
if(g_ca) {
- required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+ required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
if(ca_players < required_ca_players && (redspawned && bluespawned)) {
reset_map(TRUE);
strunzone(champion_name);
champion_name = strzone(champion.netname);
}
- else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
+ else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) {
FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
next_round = time + 5;
}
-float autocvar_sv_cheats;
+float autocvar__campaign_index;
+string autocvar__campaign_name;
+float autocvar__sv_init;
+float autocvar_bot_ai_aimskill_blendrate;
+float autocvar_bot_ai_aimskill_firetolerance_distdegrees;
+float autocvar_bot_ai_aimskill_firetolerance_maxdegrees;
+float autocvar_bot_ai_aimskill_firetolerance_mindegrees;
+float autocvar_bot_ai_aimskill_fixedrate;
+float autocvar_bot_ai_aimskill_mouse;
+float autocvar_bot_ai_aimskill_offset;
+float autocvar_bot_ai_aimskill_order_filter_1st;
+float autocvar_bot_ai_aimskill_order_filter_2nd;
+float autocvar_bot_ai_aimskill_order_filter_3th;
+float autocvar_bot_ai_aimskill_order_filter_4th;
+float autocvar_bot_ai_aimskill_order_filter_5th;
+float autocvar_bot_ai_aimskill_order_mix_1st;
+float autocvar_bot_ai_aimskill_order_mix_2nd;
+float autocvar_bot_ai_aimskill_order_mix_3th;
+float autocvar_bot_ai_aimskill_order_mix_4th;
+float autocvar_bot_ai_aimskill_order_mix_5th;
+float autocvar_bot_ai_aimskill_think;
+float autocvar_bot_ai_bunnyhop_firstjumpdelay;
+float autocvar_bot_ai_bunnyhop_skilloffset;
+float autocvar_bot_ai_bunnyhop_startdistance;
+float autocvar_bot_ai_bunnyhop_stopdistance;
+float autocvar_bot_ai_chooseweaponinterval;
+string autocvar_bot_ai_custom_weapon_priority_close;
+string autocvar_bot_ai_custom_weapon_priority_distances;
+string autocvar_bot_ai_custom_weapon_priority_far;
+string autocvar_bot_ai_custom_weapon_priority_mid;
+float autocvar_bot_ai_dangerdetectioninterval;
+float autocvar_bot_ai_dangerdetectionupdates;
+float autocvar_bot_ai_enemydetectioninterval;
+float autocvar_bot_ai_enemydetectionradius;
+float autocvar_bot_ai_friends_aware_pickup_radius;
+float autocvar_bot_ai_ignoregoal_timeout;
+float autocvar_bot_ai_keyboard_distance;
+float autocvar_bot_ai_keyboard_treshold;
+float autocvar_bot_ai_navigation_jetpack;
+float autocvar_bot_ai_navigation_jetpack_mindistance;
+float autocvar_bot_ai_strategyinterval;
+float autocvar_bot_ai_thinkinterval;
+float autocvar_bot_ai_weapon_combo;
+float autocvar_bot_ai_weapon_combo_threshold;
+string autocvar_bot_config_file;
+float autocvar_bot_god;
+float autocvar_bot_ignore_bots;
+float autocvar_bot_join_empty;
+float autocvar_bot_navigation_ignoreplayers;
+float autocvar_bot_nofire;
+#define autocvar_bot_number cvar("bot_number")
+#define autocvar_bot_prefix cvar_string("bot_prefix")
+float autocvar_bot_sound_monopoly;
+#define autocvar_bot_suffix cvar_string("bot_suffix")
+float autocvar_bot_usemodelnames;
+float autocvar_bot_vs_human;
+float autocvar_captureleadlimit_override;
+#define autocvar_capturelimit_override cvar("capturelimit_override")
+float autocvar_deathmatch_force_teamplay;
+#define autocvar_developer cvar("developer")
+float autocvar_developer_fteqccbugs;
+float autocvar_ekg;
+#define autocvar_fraglimit cvar("fraglimit")
+#define autocvar_fraglimit_override cvar("fraglimit_override")
+float autocvar_g_allow_oldnexbeam;
+float autocvar_g_antilag;
+float autocvar_g_antilag_bullets;
+float autocvar_g_antilag_nudge;
+float autocvar_g_arena_maxspawned;
+float autocvar_g_arena_point_leadlimit;
+float autocvar_g_arena_point_limit;
+float autocvar_g_arena_powerups;
+float autocvar_g_arena_roundbased;
+float autocvar_g_arena_warmup;
+float autocvar_g_assault;
+float autocvar_g_balance_armor_blockpercent;
+float autocvar_g_balance_armor_limit;
+float autocvar_g_balance_armor_regen;
+float autocvar_g_balance_armor_regenlinear;
+float autocvar_g_balance_armor_regenstable;
+float autocvar_g_balance_armor_rot;
+float autocvar_g_balance_armor_rotlinear;
+float autocvar_g_balance_armor_rotstable;
+float autocvar_g_balance_armor_start;
+float autocvar_g_balance_campingrifle_auto_reload_on_switch;
+float autocvar_g_balance_campingrifle_bursttime;
+float autocvar_g_balance_campingrifle_magazinecapacity;
+float autocvar_g_balance_campingrifle_primary_ammo;
+float autocvar_g_balance_campingrifle_primary_animtime;
+float autocvar_g_balance_campingrifle_primary_bulletconstant;
+float autocvar_g_balance_campingrifle_primary_bullethail;
+float autocvar_g_balance_campingrifle_primary_burstcost;
+float autocvar_g_balance_campingrifle_primary_damage;
+float autocvar_g_balance_campingrifle_primary_force;
+float autocvar_g_balance_campingrifle_primary_headshotaddeddamage;
+float autocvar_g_balance_campingrifle_primary_lifetime;
+float autocvar_g_balance_campingrifle_primary_refire;
+float autocvar_g_balance_campingrifle_primary_speed;
+float autocvar_g_balance_campingrifle_primary_spread;
+float autocvar_g_balance_campingrifle_primary_tracer;
+float autocvar_g_balance_campingrifle_reloadtime;
+float autocvar_g_balance_campingrifle_secondary;
+float autocvar_g_balance_campingrifle_secondary_ammo;
+float autocvar_g_balance_campingrifle_secondary_animtime;
+float autocvar_g_balance_campingrifle_secondary_bulletconstant;
+float autocvar_g_balance_campingrifle_secondary_bullethail;
+float autocvar_g_balance_campingrifle_secondary_burstcost;
+float autocvar_g_balance_campingrifle_secondary_damage;
+float autocvar_g_balance_campingrifle_secondary_force;
+float autocvar_g_balance_campingrifle_secondary_headshotaddeddamage;
+float autocvar_g_balance_campingrifle_secondary_lifetime;
+float autocvar_g_balance_campingrifle_secondary_refire;
+float autocvar_g_balance_campingrifle_secondary_speed;
+float autocvar_g_balance_campingrifle_secondary_spread;
+float autocvar_g_balance_campingrifle_secondary_tracer;
+float autocvar_g_balance_cloaked_alpha;
+float autocvar_g_balance_crylink_primary_ammo;
+float autocvar_g_balance_crylink_primary_animtime;
+float autocvar_g_balance_crylink_primary_bouncedamagefactor;
+float autocvar_g_balance_crylink_primary_bounces;
+float autocvar_g_balance_crylink_primary_damage;
+float autocvar_g_balance_crylink_primary_edgedamage;
+float autocvar_g_balance_crylink_primary_force;
+float autocvar_g_balance_crylink_primary_joinexplode;
+float autocvar_g_balance_crylink_primary_joinexplode_damage;
+float autocvar_g_balance_crylink_primary_joinexplode_edgedamage;
+float autocvar_g_balance_crylink_primary_joinexplode_force;
+float autocvar_g_balance_crylink_primary_joinexplode_radius;
+float autocvar_g_balance_crylink_primary_joinspread;
+float autocvar_g_balance_crylink_primary_jointime;
+float autocvar_g_balance_crylink_primary_linkexplode;
+float autocvar_g_balance_crylink_primary_middle_fadetime;
+float autocvar_g_balance_crylink_primary_middle_lifetime;
+float autocvar_g_balance_crylink_primary_other_fadetime;
+float autocvar_g_balance_crylink_primary_other_lifetime;
+float autocvar_g_balance_crylink_primary_radius;
+float autocvar_g_balance_crylink_primary_refire;
+float autocvar_g_balance_crylink_primary_shots;
+float autocvar_g_balance_crylink_primary_speed;
+float autocvar_g_balance_crylink_primary_spread;
+float autocvar_g_balance_crylink_secondary;
+float autocvar_g_balance_crylink_secondary_ammo;
+float autocvar_g_balance_crylink_secondary_animtime;
+float autocvar_g_balance_crylink_secondary_bouncedamagefactor;
+float autocvar_g_balance_crylink_secondary_bounces;
+float autocvar_g_balance_crylink_secondary_damage;
+float autocvar_g_balance_crylink_secondary_edgedamage;
+float autocvar_g_balance_crylink_secondary_force;
+float autocvar_g_balance_crylink_secondary_joinexplode;
+float autocvar_g_balance_crylink_secondary_joinexplode_damage;
+float autocvar_g_balance_crylink_secondary_joinexplode_edgedamage;
+float autocvar_g_balance_crylink_secondary_joinexplode_force;
+float autocvar_g_balance_crylink_secondary_joinexplode_radius;
+float autocvar_g_balance_crylink_secondary_joinspread;
+float autocvar_g_balance_crylink_secondary_jointime;
+float autocvar_g_balance_crylink_secondary_line_fadetime;
+float autocvar_g_balance_crylink_secondary_line_lifetime;
+float autocvar_g_balance_crylink_secondary_linkexplode;
+float autocvar_g_balance_crylink_secondary_middle_fadetime;
+float autocvar_g_balance_crylink_secondary_middle_lifetime;
+float autocvar_g_balance_crylink_secondary_radius;
+float autocvar_g_balance_crylink_secondary_refire;
+float autocvar_g_balance_crylink_secondary_shots;
+float autocvar_g_balance_crylink_secondary_speed;
+float autocvar_g_balance_crylink_secondary_spread;
+float autocvar_g_balance_ctf_damageforcescale;
+float autocvar_g_balance_ctf_delay_collect;
+float autocvar_g_balance_curse_empathy_minhealth;
+float autocvar_g_balance_curse_empathy_takedamage;
+float autocvar_g_balance_curse_slow_atkrate;
+float autocvar_g_balance_curse_slow_highspeed;
+float autocvar_g_balance_curse_venom_hpmod;
+float autocvar_g_balance_curse_venom_limitmod;
+float autocvar_g_balance_curse_venom_rotrate;
+float autocvar_g_balance_curse_vulner_takedamage;
+float autocvar_g_balance_curse_weak_damage;
+float autocvar_g_balance_curse_weak_force;
+float autocvar_g_balance_electro_combo_comboradius;
+float autocvar_g_balance_electro_combo_damage;
+float autocvar_g_balance_electro_combo_edgedamage;
+float autocvar_g_balance_electro_combo_force;
+float autocvar_g_balance_electro_combo_radius;
+float autocvar_g_balance_electro_combo_speed;
+float autocvar_g_balance_electro_lightning;
+float autocvar_g_balance_electro_primary_ammo;
+float autocvar_g_balance_electro_primary_animtime;
+float autocvar_g_balance_electro_primary_comboradius;
+float autocvar_g_balance_electro_primary_damage;
+float autocvar_g_balance_electro_primary_edgedamage;
+float autocvar_g_balance_electro_primary_falloff_halflifedist;
+float autocvar_g_balance_electro_primary_falloff_maxdist;
+float autocvar_g_balance_electro_primary_falloff_mindist;
+float autocvar_g_balance_electro_primary_force;
+float autocvar_g_balance_electro_primary_force_up;
+float autocvar_g_balance_electro_primary_lifetime;
+float autocvar_g_balance_electro_primary_radius;
+float autocvar_g_balance_electro_primary_range;
+float autocvar_g_balance_electro_primary_refire;
+float autocvar_g_balance_electro_primary_speed;
+float autocvar_g_balance_electro_secondary_ammo;
+float autocvar_g_balance_electro_secondary_animtime;
+float autocvar_g_balance_electro_secondary_bouncefactor;
+float autocvar_g_balance_electro_secondary_bouncestop;
+float autocvar_g_balance_electro_secondary_count;
+float autocvar_g_balance_electro_secondary_damage;
+float autocvar_g_balance_electro_secondary_damageforcescale;
+float autocvar_g_balance_electro_secondary_edgedamage;
+float autocvar_g_balance_electro_secondary_force;
+float autocvar_g_balance_electro_secondary_health;
+float autocvar_g_balance_electro_secondary_lifetime;
+float autocvar_g_balance_electro_secondary_radius;
+float autocvar_g_balance_electro_secondary_refire;
+float autocvar_g_balance_electro_secondary_refire2;
+float autocvar_g_balance_electro_secondary_speed;
+float autocvar_g_balance_falldamage_deadminspeed;
+float autocvar_g_balance_falldamage_factor;
+float autocvar_g_balance_falldamage_maxdamage;
+float autocvar_g_balance_falldamage_minspeed;
+float autocvar_g_balance_fireball_primary_ammo;
+float autocvar_g_balance_fireball_primary_animtime;
+float autocvar_g_balance_fireball_primary_bfgdamage;
+float autocvar_g_balance_fireball_primary_bfgforce;
+float autocvar_g_balance_fireball_primary_bfgradius;
+float autocvar_g_balance_fireball_primary_damage;
+float autocvar_g_balance_fireball_primary_damageforcescale;
+float autocvar_g_balance_fireball_primary_edgedamage;
+float autocvar_g_balance_fireball_primary_force;
+float autocvar_g_balance_fireball_primary_health;
+float autocvar_g_balance_fireball_primary_laserburntime;
+float autocvar_g_balance_fireball_primary_laserdamage;
+float autocvar_g_balance_fireball_primary_laseredgedamage;
+float autocvar_g_balance_fireball_primary_laserradius;
+float autocvar_g_balance_fireball_primary_lifetime;
+float autocvar_g_balance_fireball_primary_radius;
+float autocvar_g_balance_fireball_primary_refire;
+float autocvar_g_balance_fireball_primary_refire2;
+float autocvar_g_balance_fireball_primary_speed;
+float autocvar_g_balance_fireball_secondary_ammo;
+float autocvar_g_balance_fireball_secondary_animtime;
+float autocvar_g_balance_fireball_secondary_damage;
+float autocvar_g_balance_fireball_secondary_damageforcescale;
+float autocvar_g_balance_fireball_secondary_damagetime;
+float autocvar_g_balance_fireball_secondary_laserburntime;
+float autocvar_g_balance_fireball_secondary_laserdamage;
+float autocvar_g_balance_fireball_secondary_laseredgedamage;
+float autocvar_g_balance_fireball_secondary_laserradius;
+float autocvar_g_balance_fireball_secondary_lifetime;
+float autocvar_g_balance_fireball_secondary_refire;
+float autocvar_g_balance_fireball_secondary_speed;
+float autocvar_g_balance_fireball_secondary_speed_up;
+float autocvar_g_balance_firetransfer_damage;
+float autocvar_g_balance_firetransfer_time;
+float autocvar_g_balance_fuel_limit;
+float autocvar_g_balance_fuel_regen;
+float autocvar_g_balance_fuel_regenlinear;
+float autocvar_g_balance_fuel_regenstable;
+float autocvar_g_balance_fuel_rot;
+float autocvar_g_balance_fuel_rotlinear;
+float autocvar_g_balance_fuel_rotstable;
+float autocvar_g_balance_grapplehook_airfriction;
+float autocvar_g_balance_grapplehook_force_rubber;
+float autocvar_g_balance_grapplehook_force_rubber_overstretch;
+float autocvar_g_balance_grapplehook_health;
+float autocvar_g_balance_grapplehook_length_min;
+float autocvar_g_balance_grapplehook_speed_fly;
+float autocvar_g_balance_grapplehook_speed_pull;
+float autocvar_g_balance_grapplehook_stretch;
+float autocvar_g_balance_grenadelauncher_bouncefactor;
+float autocvar_g_balance_grenadelauncher_bouncestop;
+float autocvar_g_balance_grenadelauncher_primary_ammo;
+float autocvar_g_balance_grenadelauncher_primary_animtime;
+float autocvar_g_balance_grenadelauncher_primary_damage;
+float autocvar_g_balance_grenadelauncher_primary_damageforcescale;
+float autocvar_g_balance_grenadelauncher_primary_edgedamage;
+float autocvar_g_balance_grenadelauncher_primary_force;
+float autocvar_g_balance_grenadelauncher_primary_health;
+float autocvar_g_balance_grenadelauncher_primary_lifetime;
+float autocvar_g_balance_grenadelauncher_primary_lifetime2;
+float autocvar_g_balance_grenadelauncher_primary_radius;
+float autocvar_g_balance_grenadelauncher_primary_refire;
+float autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt;
+float autocvar_g_balance_grenadelauncher_primary_speed;
+float autocvar_g_balance_grenadelauncher_primary_speed_up;
+float autocvar_g_balance_grenadelauncher_primary_type;
+float autocvar_g_balance_grenadelauncher_secondary_ammo;
+float autocvar_g_balance_grenadelauncher_secondary_animtime;
+float autocvar_g_balance_grenadelauncher_secondary_damage;
+float autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
+float autocvar_g_balance_grenadelauncher_secondary_edgedamage;
+float autocvar_g_balance_grenadelauncher_secondary_force;
+float autocvar_g_balance_grenadelauncher_secondary_health;
+float autocvar_g_balance_grenadelauncher_secondary_lifetime;
+float autocvar_g_balance_grenadelauncher_secondary_lifetime2;
+float autocvar_g_balance_grenadelauncher_secondary_radius;
+float autocvar_g_balance_grenadelauncher_secondary_refire;
+float autocvar_g_balance_grenadelauncher_secondary_speed;
+float autocvar_g_balance_grenadelauncher_secondary_speed_up;
+float autocvar_g_balance_grenadelauncher_secondary_type;
+float autocvar_g_balance_hagar_primary_ammo;
+float autocvar_g_balance_hagar_primary_damage;
+float autocvar_g_balance_hagar_primary_edgedamage;
+float autocvar_g_balance_hagar_primary_force;
+float autocvar_g_balance_hagar_primary_lifetime;
+float autocvar_g_balance_hagar_primary_radius;
+float autocvar_g_balance_hagar_primary_refire;
+float autocvar_g_balance_hagar_primary_speed;
+float autocvar_g_balance_hagar_secondary;
+float autocvar_g_balance_hagar_secondary_ammo;
+float autocvar_g_balance_hagar_secondary_damage;
+float autocvar_g_balance_hagar_secondary_edgedamage;
+float autocvar_g_balance_hagar_secondary_force;
+float autocvar_g_balance_hagar_secondary_lifetime_min;
+float autocvar_g_balance_hagar_secondary_lifetime_rand;
+float autocvar_g_balance_hagar_secondary_radius;
+float autocvar_g_balance_hagar_secondary_refire;
+float autocvar_g_balance_health_limit;
+float autocvar_g_balance_health_regen;
+float autocvar_g_balance_health_regenlinear;
+float autocvar_g_balance_health_regenstable;
+float autocvar_g_balance_health_rot;
+float autocvar_g_balance_health_rotlinear;
+float autocvar_g_balance_health_rotstable;
+float autocvar_g_balance_health_start;
+float autocvar_g_balance_hlac_primary_ammo;
+float autocvar_g_balance_hlac_primary_animtime;
+float autocvar_g_balance_hlac_primary_damage;
+float autocvar_g_balance_hlac_primary_edgedamage;
+float autocvar_g_balance_hlac_primary_force;
+float autocvar_g_balance_hlac_primary_lifetime;
+float autocvar_g_balance_hlac_primary_radius;
+float autocvar_g_balance_hlac_primary_refire;
+float autocvar_g_balance_hlac_primary_speed;
+float autocvar_g_balance_hlac_primary_spread_add;
+float autocvar_g_balance_hlac_primary_spread_crouchmod;
+float autocvar_g_balance_hlac_primary_spread_max;
+float autocvar_g_balance_hlac_primary_spread_min;
+float autocvar_g_balance_hlac_secondary;
+float autocvar_g_balance_hlac_secondary_ammo;
+float autocvar_g_balance_hlac_secondary_animtime;
+float autocvar_g_balance_hlac_secondary_damage;
+float autocvar_g_balance_hlac_secondary_edgedamage;
+float autocvar_g_balance_hlac_secondary_force;
+float autocvar_g_balance_hlac_secondary_lifetime;
+float autocvar_g_balance_hlac_secondary_radius;
+float autocvar_g_balance_hlac_secondary_refire;
+float autocvar_g_balance_hlac_secondary_shots;
+float autocvar_g_balance_hlac_secondary_speed;
+float autocvar_g_balance_hlac_secondary_spread;
+float autocvar_g_balance_hlac_secondary_spread_crouchmod;
+float autocvar_g_balance_hook_primary_animtime;
+float autocvar_g_balance_hook_primary_fuel;
+float autocvar_g_balance_hook_primary_hooked_fuel;
+float autocvar_g_balance_hook_primary_hooked_time_free;
+float autocvar_g_balance_hook_primary_hooked_time_max;
+float autocvar_g_balance_hook_primary_refire;
+float autocvar_g_balance_hook_secondary_ammo;
+float autocvar_g_balance_hook_secondary_animtime;
+float autocvar_g_balance_hook_secondary_damage;
+float autocvar_g_balance_hook_secondary_duration;
+float autocvar_g_balance_hook_secondary_edgedamage;
+float autocvar_g_balance_hook_secondary_force;
+float autocvar_g_balance_hook_secondary_gravity;
+float autocvar_g_balance_hook_secondary_lifetime;
+float autocvar_g_balance_hook_secondary_power;
+float autocvar_g_balance_hook_secondary_radius;
+float autocvar_g_balance_hook_secondary_refire;
+float autocvar_g_balance_hook_secondary_speed;
+float autocvar_g_balance_keyhunt_damageforcescale;
+float autocvar_g_balance_keyhunt_delay_collect;
+float autocvar_g_balance_keyhunt_delay_drop;
+float autocvar_g_balance_keyhunt_delay_return;
+float autocvar_g_balance_keyhunt_delay_round;
+float autocvar_g_balance_keyhunt_delay_tracking;
+float autocvar_g_balance_keyhunt_dropvelocity;
+float autocvar_g_balance_keyhunt_maxdist;
+float autocvar_g_balance_keyhunt_protecttime;
+float autocvar_g_balance_keyhunt_score_capture;
+float autocvar_g_balance_keyhunt_score_carrierfrag;
+float autocvar_g_balance_keyhunt_score_collect;
+float autocvar_g_balance_keyhunt_score_destroyed;
+float autocvar_g_balance_keyhunt_score_destroyed_ownfactor;
+float autocvar_g_balance_keyhunt_score_push;
+float autocvar_g_balance_keyhunt_throwvelocity;
+float autocvar_g_balance_kill_delay;
+float autocvar_g_balance_laser_primary_animtime;
+float autocvar_g_balance_laser_primary_damage;
+float autocvar_g_balance_laser_primary_delay;
+float autocvar_g_balance_laser_primary_edgedamage;
+float autocvar_g_balance_laser_primary_force;
+float autocvar_g_balance_laser_primary_force_velocitybias;
+float autocvar_g_balance_laser_primary_force_zscale;
+float autocvar_g_balance_laser_primary_lifetime;
+float autocvar_g_balance_laser_primary_radius;
+float autocvar_g_balance_laser_primary_refire;
+float autocvar_g_balance_laser_primary_shotangle;
+float autocvar_g_balance_laser_primary_speed;
+float autocvar_g_balance_laser_secondary;
+float autocvar_g_balance_laser_secondary_animtime;
+float autocvar_g_balance_laser_secondary_damage;
+float autocvar_g_balance_laser_secondary_edgedamage;
+float autocvar_g_balance_laser_secondary_force;
+float autocvar_g_balance_laser_secondary_force_velocitybias;
+float autocvar_g_balance_laser_secondary_force_zscale;
+float autocvar_g_balance_laser_secondary_lifetime;
+float autocvar_g_balance_laser_secondary_radius;
+float autocvar_g_balance_laser_secondary_speed;
+float autocvar_g_balance_minelayer_ammo;
+float autocvar_g_balance_minelayer_animtime;
+float autocvar_g_balance_minelayer_damage;
+float autocvar_g_balance_minelayer_damageforcescale;
+float autocvar_g_balance_minelayer_detonatedelay;
+float autocvar_g_balance_minelayer_edgedamage;
+float autocvar_g_balance_minelayer_force;
+float autocvar_g_balance_minelayer_health;
+float autocvar_g_balance_minelayer_lifetime;
+float autocvar_g_balance_minelayer_limit;
+float autocvar_g_balance_minelayer_protection;
+float autocvar_g_balance_minelayer_proximityradius;
+float autocvar_g_balance_minelayer_radius;
+float autocvar_g_balance_minelayer_refire;
+float autocvar_g_balance_minelayer_remote_damage;
+float autocvar_g_balance_minelayer_remote_edgedamage;
+float autocvar_g_balance_minelayer_remote_force;
+float autocvar_g_balance_minelayer_remote_radius;
+float autocvar_g_balance_minelayer_speed;
+float autocvar_g_balance_minelayer_time;
+float autocvar_g_balance_minstanex_ammo;
+float autocvar_g_balance_minstanex_animtime;
+float autocvar_g_balance_minstanex_refire;
+float autocvar_g_balance_nex_charge;
+float autocvar_g_balance_nex_charge_limit;
+float autocvar_g_balance_nex_charge_maxspeed;
+float autocvar_g_balance_nex_charge_mindmg;
+float autocvar_g_balance_nex_charge_minspeed;
+float autocvar_g_balance_nex_charge_rate;
+float autocvar_g_balance_nex_charge_rot_pause;
+float autocvar_g_balance_nex_charge_rot_rate;
+float autocvar_g_balance_nex_charge_shot_multiplier;
+float autocvar_g_balance_nex_charge_start;
+float autocvar_g_balance_nex_charge_velocity_rate;
+float autocvar_g_balance_nex_primary_ammo;
+float autocvar_g_balance_nex_primary_animtime;
+float autocvar_g_balance_nex_primary_damage;
+float autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
+float autocvar_g_balance_nex_primary_damagefalloff_halflife;
+float autocvar_g_balance_nex_primary_damagefalloff_maxdist;
+float autocvar_g_balance_nex_primary_damagefalloff_mindist;
+float autocvar_g_balance_nex_primary_force;
+float autocvar_g_balance_nex_primary_refire;
+float autocvar_g_balance_nex_secondary;
+float autocvar_g_balance_nex_secondary_ammo;
+float autocvar_g_balance_nex_secondary_animtime;
+float autocvar_g_balance_nex_secondary_charge;
+float autocvar_g_balance_nex_secondary_charge_rate;
+float autocvar_g_balance_nex_secondary_chargepool;
+float autocvar_g_balance_nex_secondary_chargepool_pause_health_regen;
+float autocvar_g_balance_nex_secondary_chargepool_pause_regen;
+float autocvar_g_balance_nex_secondary_chargepool_regen;
+float autocvar_g_balance_nex_secondary_damage;
+float autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
+float autocvar_g_balance_nex_secondary_damagefalloff_halflife;
+float autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
+float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
+float autocvar_g_balance_nex_secondary_force;
+float autocvar_g_balance_nex_secondary_refire;
+float autocvar_g_balance_nexball_primary_animtime;
+float autocvar_g_balance_nexball_primary_refire;
+float autocvar_g_balance_nexball_primary_speed;
+float autocvar_g_balance_nexball_secondary_animtime;
+float autocvar_g_balance_nexball_secondary_force;
+float autocvar_g_balance_nexball_secondary_lifetime;
+float autocvar_g_balance_nexball_secondary_refire;
+float autocvar_g_balance_nexball_secondary_speed;
+float autocvar_g_balance_nix_ammo_cells;
+float autocvar_g_balance_nix_ammo_fuel;
+float autocvar_g_balance_nix_ammo_nails;
+float autocvar_g_balance_nix_ammo_rockets;
+float autocvar_g_balance_nix_ammo_shells;
+float autocvar_g_balance_nix_ammoincr_cells;
+float autocvar_g_balance_nix_ammoincr_fuel;
+float autocvar_g_balance_nix_ammoincr_nails;
+float autocvar_g_balance_nix_ammoincr_rockets;
+float autocvar_g_balance_nix_ammoincr_shells;
+float autocvar_g_balance_nix_incrtime;
+float autocvar_g_balance_nix_roundtime;
+float autocvar_g_balance_pause_armor_rot;
+float autocvar_g_balance_pause_armor_rot_spawn;
+float autocvar_g_balance_pause_fuel_regen;
+float autocvar_g_balance_pause_fuel_rot;
+float autocvar_g_balance_pause_fuel_rot_spawn;
+float autocvar_g_balance_pause_health_regen;
+float autocvar_g_balance_pause_health_regen_spawn;
+float autocvar_g_balance_pause_health_rot;
+float autocvar_g_balance_pause_health_rot_spawn;
+float autocvar_g_balance_portal_health;
+float autocvar_g_balance_portal_lifetime;
+float autocvar_g_balance_porto_primary_animtime;
+float autocvar_g_balance_porto_primary_lifetime;
+float autocvar_g_balance_porto_primary_refire;
+float autocvar_g_balance_porto_primary_speed;
+float autocvar_g_balance_powerup_invincible_takedamage;
+float autocvar_g_balance_powerup_invincible_time;
+float autocvar_g_balance_powerup_strength_damage;
+float autocvar_g_balance_powerup_strength_force;
+float autocvar_g_balance_powerup_strength_selfdamage;
+float autocvar_g_balance_powerup_strength_selfforce;
+float autocvar_g_balance_powerup_strength_time;
+float autocvar_g_balance_powerup_timer;
+float autocvar_g_balance_rocketlauncher_ammo;
+float autocvar_g_balance_rocketlauncher_animtime;
+float autocvar_g_balance_rocketlauncher_damage;
+float autocvar_g_balance_rocketlauncher_damageforcescale;
+float autocvar_g_balance_rocketlauncher_detonatedelay;
+float autocvar_g_balance_rocketlauncher_edgedamage;
+float autocvar_g_balance_rocketlauncher_force;
+float autocvar_g_balance_rocketlauncher_guidedelay;
+float autocvar_g_balance_rocketlauncher_guidegoal;
+float autocvar_g_balance_rocketlauncher_guiderate;
+float autocvar_g_balance_rocketlauncher_guideratedelay;
+float autocvar_g_balance_rocketlauncher_guidestop;
+float autocvar_g_balance_rocketlauncher_health;
+float autocvar_g_balance_rocketlauncher_lifetime;
+float autocvar_g_balance_rocketlauncher_radius;
+float autocvar_g_balance_rocketlauncher_refire;
+float autocvar_g_balance_rocketlauncher_remote_damage;
+float autocvar_g_balance_rocketlauncher_remote_edgedamage;
+float autocvar_g_balance_rocketlauncher_remote_force;
+float autocvar_g_balance_rocketlauncher_remote_radius;
+float autocvar_g_balance_rocketlauncher_speed;
+float autocvar_g_balance_rocketlauncher_speedaccel;
+float autocvar_g_balance_rocketlauncher_speedstart;
+float autocvar_g_balance_rune_defense_combo_takedamage;
+float autocvar_g_balance_rune_defense_takedamage;
+float autocvar_g_balance_rune_regen_combo_hpmod;
+float autocvar_g_balance_rune_regen_combo_limitmod;
+float autocvar_g_balance_rune_regen_combo_regenrate;
+float autocvar_g_balance_rune_regen_combo_rotrate;
+float autocvar_g_balance_rune_regen_hpmod;
+float autocvar_g_balance_rune_regen_limitmod;
+float autocvar_g_balance_rune_regen_regenrate;
+float autocvar_g_balance_rune_speed_atkrate;
+float autocvar_g_balance_rune_speed_combo_atkrate;
+float autocvar_g_balance_rune_speed_combo_highspeed;
+float autocvar_g_balance_rune_speed_highspeed;
+float autocvar_g_balance_rune_strength_combo_damage;
+float autocvar_g_balance_rune_strength_combo_force;
+float autocvar_g_balance_rune_strength_damage;
+float autocvar_g_balance_rune_strength_force;
+float autocvar_g_balance_rune_vampire_absorb;
+float autocvar_g_balance_rune_vampire_combo_absorb;
+float autocvar_g_balance_rune_vampire_maxhealth;
+float autocvar_g_balance_seeker_flac_ammo;
+float autocvar_g_balance_seeker_flac_animtime;
+float autocvar_g_balance_seeker_flac_damage;
+float autocvar_g_balance_seeker_flac_edgedamage;
+float autocvar_g_balance_seeker_flac_force;
+float autocvar_g_balance_seeker_flac_lifetime;
+float autocvar_g_balance_seeker_flac_lifetime_rand;
+float autocvar_g_balance_seeker_flac_radius;
+float autocvar_g_balance_seeker_flac_refire;
+float autocvar_g_balance_seeker_missile_accel;
+float autocvar_g_balance_seeker_missile_ammo;
+float autocvar_g_balance_seeker_missile_count;
+float autocvar_g_balance_seeker_missile_damage;
+float autocvar_g_balance_seeker_missile_damageforcescale;
+float autocvar_g_balance_seeker_missile_decel;
+float autocvar_g_balance_seeker_missile_delay;
+float autocvar_g_balance_seeker_missile_edgedamage;
+float autocvar_g_balance_seeker_missile_force;
+float autocvar_g_balance_seeker_missile_health;
+float autocvar_g_balance_seeker_missile_lifetime;
+float autocvar_g_balance_seeker_missile_proxy;
+float autocvar_g_balance_seeker_missile_proxy_delay;
+float autocvar_g_balance_seeker_missile_proxy_maxrange;
+float autocvar_g_balance_seeker_missile_radius;
+float autocvar_g_balance_seeker_missile_smart;
+float autocvar_g_balance_seeker_missile_smart_mindist;
+float autocvar_g_balance_seeker_missile_smart_trace_max;
+float autocvar_g_balance_seeker_missile_smart_trace_min;
+float autocvar_g_balance_seeker_missile_speed_max;
+float autocvar_g_balance_seeker_missile_turnrate;
+float autocvar_g_balance_seeker_tag_ammo;
+float autocvar_g_balance_seeker_tag_animtime;
+float autocvar_g_balance_seeker_tag_damageforcescale;
+float autocvar_g_balance_seeker_tag_health;
+float autocvar_g_balance_seeker_tag_lifetime;
+float autocvar_g_balance_seeker_tag_refire;
+float autocvar_g_balance_seeker_tag_speed;
+float autocvar_g_balance_selfdamagepercent;
+float autocvar_g_balance_shotgun_primary_ammo;
+float autocvar_g_balance_shotgun_primary_animtime;
+float autocvar_g_balance_shotgun_primary_bulletconstant;
+float autocvar_g_balance_shotgun_primary_bullets;
+float autocvar_g_balance_shotgun_primary_damage;
+float autocvar_g_balance_shotgun_primary_force;
+float autocvar_g_balance_shotgun_primary_refire;
+float autocvar_g_balance_shotgun_primary_speed;
+float autocvar_g_balance_shotgun_primary_spread;
+float autocvar_g_balance_shotgun_secondary;
+float autocvar_g_balance_shotgun_secondary_animtime;
+float autocvar_g_balance_shotgun_secondary_damage;
+float autocvar_g_balance_shotgun_secondary_force;
+float autocvar_g_balance_shotgun_secondary_melee_delay;
+float autocvar_g_balance_shotgun_secondary_melee_range;
+float autocvar_g_balance_shotgun_secondary_melee_swing;
+float autocvar_g_balance_shotgun_secondary_melee_time;
+float autocvar_g_balance_shotgun_secondary_refire;
+float autocvar_g_balance_teams;
+float autocvar_g_balance_teams_force;
+float autocvar_g_balance_teams_prevent_imbalance;
+float autocvar_g_balance_tuba_animtime;
+float autocvar_g_balance_tuba_attenuation;
+float autocvar_g_balance_tuba_damage;
+float autocvar_g_balance_tuba_edgedamage;
+float autocvar_g_balance_tuba_force;
+float autocvar_g_balance_tuba_radius;
+float autocvar_g_balance_tuba_refire;
+float autocvar_g_balance_uzi_bulletconstant;
+float autocvar_g_balance_uzi_burst;
+float autocvar_g_balance_uzi_burst_ammo;
+float autocvar_g_balance_uzi_burst_refire;
+float autocvar_g_balance_uzi_burst_refire2;
+float autocvar_g_balance_uzi_burst_spread;
+float autocvar_g_balance_uzi_first;
+float autocvar_g_balance_uzi_first_ammo;
+float autocvar_g_balance_uzi_first_damage;
+float autocvar_g_balance_uzi_first_force;
+float autocvar_g_balance_uzi_first_refire;
+float autocvar_g_balance_uzi_first_spread;
+float autocvar_g_balance_uzi_mode;
+float autocvar_g_balance_uzi_speed;
+float autocvar_g_balance_uzi_spread_add;
+float autocvar_g_balance_uzi_spread_max;
+float autocvar_g_balance_uzi_spread_min;
+float autocvar_g_balance_uzi_sustained_ammo;
+float autocvar_g_balance_uzi_sustained_damage;
+float autocvar_g_balance_uzi_sustained_force;
+float autocvar_g_balance_uzi_sustained_refire;
+float autocvar_g_balance_uzi_sustained_spread;
+float autocvar_g_balance_weaponswitchdelay;
+float autocvar_g_ballistics_density_corpse;
+float autocvar_g_ballistics_density_player;
+float autocvar_g_ballistics_materialconstant;
+float autocvar_g_ballistics_mindistance;
+float autocvar_g_ban_default_bantime;
+float autocvar_g_ban_default_masksize;
+float autocvar_g_ban_sync_interval;
+float autocvar_g_ban_sync_timeout;
+string autocvar_g_ban_sync_trusted_servers;
+float autocvar_g_ban_sync_trusted_servers_verify;
+string autocvar_g_ban_sync_uri;
+string autocvar_g_banned_list;
+float autocvar_g_banned_list_idmode;
float autocvar_g_bastet;
-float autocvar_teamplay_mode;
+float autocvar_g_botclip_collisions;
+float autocvar_g_bugrigs;
+float autocvar_g_ca_damage2score_multiplier;
+float autocvar_g_ca_point_leadlimit;
+float autocvar_g_ca_point_limit;
+float autocvar_g_ca_round_timelimit;
+float autocvar_g_ca_warmup;
+float autocvar_g_campaign;
+float autocvar_g_campaign_forceteam;
+float autocvar_g_campaign_skill;
+float autocvar_g_casings;
+float autocvar_g_changeteam_banned;
+float autocvar_g_chat_flood_burst;
+float autocvar_g_chat_flood_burst_team;
+float autocvar_g_chat_flood_burst_tell;
+float autocvar_g_chat_flood_lmax;
+float autocvar_g_chat_flood_lmax_team;
+float autocvar_g_chat_flood_lmax_tell;
+float autocvar_g_chat_flood_notify_flooder;
+float autocvar_g_chat_flood_spl;
+float autocvar_g_chat_flood_spl_team;
+float autocvar_g_chat_flood_spl_tell;
+float autocvar_g_chat_nospectators;
+float autocvar_g_chat_teamcolors;
+float autocvar_g_ctf_allow_drop;
+float autocvar_g_ctf_captimerecord_always;
+float autocvar_g_ctf_capture_leadlimit;
+float autocvar_g_ctf_capture_limit;
+float autocvar_g_ctf_dynamiclights;
+string autocvar_g_ctf_flag_blue_model;
+float autocvar_g_ctf_flag_blue_skin;
+float autocvar_g_ctf_flag_capture_effects;
+float autocvar_g_ctf_flag_glowtrails;
+float autocvar_g_ctf_flag_pickup_effects;
+string autocvar_g_ctf_flag_red_model;
+float autocvar_g_ctf_flag_red_skin;
+float autocvar_g_ctf_flag_returntime;
+float autocvar_g_ctf_flagcarrier_selfdamage;
+float autocvar_g_ctf_flagcarrier_selfforce;
+float autocvar_g_ctf_fullbrightflags;
+float autocvar_g_ctf_ignore_frags;
+float autocvar_g_ctf_shield_force;
+float autocvar_g_ctf_shield_max_ratio;
+float autocvar_g_ctf_shield_min_negscore;
+float autocvar_g_ctf_win_mode;
+float autocvar_g_cts_finish_kill_delay;
+float autocvar_g_cts_selfdamage;
+float autocvar_g_deathglow;
+float autocvar_g_debug_bot_commands;
+float autocvar_g_domination_default_teams;
+float autocvar_g_domination_disable_frags;
+float autocvar_g_domination_point_amt;
+float autocvar_g_domination_point_fullbright;
+float autocvar_g_domination_point_leadlimit;
+#define autocvar_g_domination_point_limit cvar("g_domination_point_limit")
+float autocvar_g_domination_point_rate;
+float autocvar_g_domination_teams_override;
+float autocvar_g_forced_respawn;
+string autocvar_g_forced_team_blue;
+string autocvar_g_forced_team_otherwise;
+string autocvar_g_forced_team_pink;
+string autocvar_g_forced_team_red;
+string autocvar_g_forced_team_yellow;
+float autocvar_g_freezetag_frozen_force;
+float autocvar_g_freezetag_point_leadlimit;
+float autocvar_g_freezetag_point_limit;
+float autocvar_g_freezetag_revive_extra_size;
+float autocvar_g_freezetag_revive_time;
+float autocvar_g_freezetag_warmup;
+#define autocvar_g_friendlyfire cvar("g_friendlyfire")
+float autocvar_g_full_getstatus_responses;
+float autocvar_g_fullbrightitems;
+float autocvar_g_fullbrightplayers;
+string autocvar_g_ghost_items_color;
+#define autocvar_g_grappling_hook cvar("g_grappling_hook")
+float autocvar_g_grappling_hook_tarzan;
+float autocvar_g_hitplots;
+string autocvar_g_hitplots_individuals;
+float autocvar_g_jetpack_acceleration_side;
+float autocvar_g_jetpack_acceleration_up;
+float autocvar_g_jetpack_antigravity;
+float autocvar_g_jetpack_attenuation;
+float autocvar_g_jetpack_fuel;
+float autocvar_g_jetpack_maxspeed_side;
+float autocvar_g_jetpack_maxspeed_up;
+float autocvar_g_keepaway_ballcarrier_alpha;
+float autocvar_g_keepaway_ballcarrier_damage;
+float autocvar_g_keepaway_ballcarrier_force;
+float autocvar_g_keepaway_ballcarrier_highspeed;
+float autocvar_g_keepaway_ballcarrier_selfdamage;
+float autocvar_g_keepaway_ballcarrier_selfforce;
+float autocvar_g_keepaway_bckillscore;
+float autocvar_g_keepaway_noncarrier_damage;
+float autocvar_g_keepaway_noncarrier_force;
+float autocvar_g_keepaway_noncarrier_selfdamage;
+float autocvar_g_keepaway_noncarrier_selfforce;
+float autocvar_g_keepaway_noncarrier_warn;
+float autocvar_g_keepawayball_damageforcescale;
+float autocvar_g_keepawayball_respawntime;
+float autocvar_g_keepawayball_trail_color;
+float autocvar_g_keyhunt_point_leadlimit;
+#define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
+float autocvar_g_keyhunt_teams;
+float autocvar_g_keyhunt_teams_override;
+float autocvar_g_lms_campcheck_damage;
+float autocvar_g_lms_campcheck_distance;
+float autocvar_g_lms_campcheck_interval;
+string autocvar_g_lms_campcheck_message;
+float autocvar_g_lms_join_anytime;
+float autocvar_g_lms_last_join;
+#define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
+float autocvar_g_lms_regenerate;
+#define autocvar_g_maplist cvar_string("g_maplist")
+float autocvar_g_maplist_check_waypoints;
+float autocvar_g_maplist_index;
+string autocvar_g_maplist_mostrecent;
+float autocvar_g_maplist_mostrecent_count;
+float autocvar_g_maplist_selectrandom;
+float autocvar_g_maplist_shuffle;
+#define autocvar_g_maplist_votable cvar("g_maplist_votable")
+float autocvar_g_maplist_votable_abstain;
+float autocvar_g_maplist_votable_keeptwotime;
+float autocvar_g_maplist_votable_nodetail;
+string autocvar_g_maplist_votable_screenshot_dir;
+float autocvar_g_maplist_votable_suggestions;
+float autocvar_g_maplist_votable_suggestions_override_mostrecent;
+float autocvar_g_maplist_votable_timeout;
+float autocvar_g_maxplayers;
+float autocvar_g_maxplayers_spectator_blocktime;
+float autocvar_g_maxpushtime;
+float autocvar_g_maxspeed;
+#define autocvar_g_midair cvar("g_midair")
+float autocvar_g_midair_shieldtime;
+#define autocvar_g_minstagib cvar("g_minstagib")
+float autocvar_g_minstagib_ammo_drop;
+float autocvar_g_minstagib_extralives;
+float autocvar_g_minstagib_speed_highspeed;
+#define autocvar_g_mirrordamage cvar("g_mirrordamage")
+float autocvar_g_monster_zombie_attack_run_damage;
+float autocvar_g_monster_zombie_attack_run_delay;
+float autocvar_g_monster_zombie_attack_run_force;
+float autocvar_g_monster_zombie_attack_run_hitrange;
+float autocvar_g_monster_zombie_attack_run_range;
+float autocvar_g_monster_zombie_attack_stand_damage;
+float autocvar_g_monster_zombie_attack_stand_delay;
+float autocvar_g_monster_zombie_attack_stand_force;
+float autocvar_g_monster_zombie_attack_stand_range;
+float autocvar_g_monster_zombie_health;
+float autocvar_g_monster_zombie_idle_timer_max;
+float autocvar_g_monster_zombie_idle_timer_min;
+float autocvar_g_monster_zombie_movespeed;
+float autocvar_g_monster_zombie_respawntime;
+float autocvar_g_monster_zombie_stopspeed;
+float autocvar_g_monster_zombie_targetrange;
+float autocvar_g_monster_zombie_turnspeed;
+float autocvar_g_monsters;
var float autocvar_g_movement_highspeed = 1;
-var float autocvar_sv_accuracy_data_share = 1;
-
+float autocvar_g_multijump;
+float autocvar_g_multijump_add;
+float autocvar_g_multijump_speed;
+string autocvar_g_mutatormsg;
+float autocvar_g_nexball_basketball_bouncefactor;
+float autocvar_g_nexball_basketball_bouncestop;
+float autocvar_g_nexball_basketball_carrier_highspeed;
+float autocvar_g_nexball_basketball_meter;
+float autocvar_g_nexball_basketball_meter_maxpower;
+float autocvar_g_nexball_basketball_meter_minpower;
+float autocvar_g_nexball_delay_collect;
+float autocvar_g_nexball_delay_goal;
+float autocvar_g_nexball_delay_start;
+float autocvar_g_nexball_football_bouncefactor;
+float autocvar_g_nexball_football_bouncestop;
+float autocvar_g_nexball_goalleadlimit;
+#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
+float autocvar_g_nexball_radar_showallplayers;
+float autocvar_g_nexball_sound_bounce;
+float autocvar_g_nexball_trail_color;
+float autocvar_g_nick_flood_penalty;
+float autocvar_g_nick_flood_penalty_red;
+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_powerups;
+float autocvar_g_nodepthtestitems;
+float autocvar_g_nodepthtestplayers;
+float autocvar_g_norecoil;
+float autocvar_g_onslaught_cp_buildhealth;
+float autocvar_g_onslaught_cp_buildtime;
+float autocvar_g_onslaught_cp_health;
+float autocvar_g_onslaught_cp_regen;
+float autocvar_g_onslaught_gen_health;
+float autocvar_g_pickup_cells_max;
+float autocvar_g_pickup_fuel_max;
+float autocvar_g_pickup_items;
+float autocvar_g_pickup_nails_max;
+float autocvar_g_pickup_rockets_max;
+float autocvar_g_pickup_shells_max;
+float autocvar_g_player_alpha;
+float autocvar_g_player_brightness;
+float autocvar_g_playerclip_collisions;
+string autocvar_g_playerstats_uri;
+float autocvar_g_powerup_shield;
+float autocvar_g_powerup_strength;
+float autocvar_g_powerup_superhealth;
+float autocvar_g_projectiles_newton_style;
+float autocvar_g_projectiles_newton_style_2_maxfactor;
+float autocvar_g_projectiles_newton_style_2_minfactor;
+float autocvar_g_projectiles_spread_style;
+#define autocvar_g_race_laps_limit cvar("g_race_laps_limit")
+float autocvar_g_race_qualifying_timelimit;
+float autocvar_g_race_qualifying_timelimit_override;
+float autocvar_g_race_teams;
+float autocvar_g_respawn_delay;
+float autocvar_g_respawn_ghosts;
+float autocvar_g_respawn_ghosts_maxtime;
+float autocvar_g_respawn_ghosts_speed;
+float autocvar_g_respawn_waves;
+float autocvar_g_runematch_allow_same;
+float autocvar_g_runematch_drop_runes_max;
+float autocvar_g_runematch_fixedspawns;
+float autocvar_g_runematch_frags_killed_runeholder;
+float autocvar_g_runematch_frags_killedby_runeholder;
+float autocvar_g_runematch_frags_norune;
+float autocvar_g_runematch_point_leadlimit;
+#define autocvar_g_runematch_point_limit cvar("g_runematch_point_limit")
+float autocvar_g_runematch_pointamt;
+float autocvar_g_runematch_pointrate;
+float autocvar_g_runematch_respawntime;
+float autocvar_g_runematch_rune_alpha;
+float autocvar_g_runematch_rune_color_strength;
+float autocvar_g_runematch_rune_effects;
+float autocvar_g_runematch_shuffletime;
+float autocvar_g_running_guns;
+float autocvar_g_shootfromcenter;
+float autocvar_g_shootfromclient;
+float autocvar_g_shootfromeye;
+string autocvar_g_shootfromfixedorigin;
+float autocvar_g_showweaponspawns;
+float autocvar_g_spawn_furthest;
+float autocvar_g_spawnpoints_auto_move_out_of_solid;
+#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
+float autocvar_g_spawnsound;
+float autocvar_g_start_delay;
+#define autocvar_g_start_weapon_laser cvar("g_start_weapon_laser")
+float autocvar_g_tdm_team_spawns;
+float autocvar_g_tdm_teams;
+float autocvar_g_tdm_teams_override;
+float autocvar_g_teamdamage_resetspeed;
+float autocvar_g_teamdamage_threshold;
+float autocvar_g_telefrags;
+float autocvar_g_telefrags_avoid;
+float autocvar_g_telefrags_teamplay;
+float autocvar_g_teleport_maxspeed;
+float autocvar_g_throughfloor_damage;
+float autocvar_g_throughfloor_force;
+float autocvar_g_triggerimpulse_accel_multiplier;
+float autocvar_g_triggerimpulse_accel_power;
+float autocvar_g_triggerimpulse_directional_multiplier;
+float autocvar_g_triggerimpulse_radial_multiplier;
+float autocvar_g_turrets;
+float autocvar_g_turrets_aimidle_delay;
+float autocvar_g_turrets_nofire;
+float autocvar_g_turrets_reloadcvars;
+float autocvar_g_turrets_targetscan_maxdelay;
+float autocvar_g_turrets_targetscan_mindelay;
+float autocvar_g_turrets_unit_ewheel_speed_fast;
+float autocvar_g_turrets_unit_ewheel_speed_slow;
+float autocvar_g_turrets_unit_ewheel_speed_slower;
+float autocvar_g_turrets_unit_ewheel_speed_stop;
+float autocvar_g_turrets_unit_ewheel_turnrate;
+float autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
+float autocvar_g_turrets_unit_hellion_std_shot_speed_max;
+float autocvar_g_turrets_unit_hk_std_shot_speed;
+float autocvar_g_turrets_unit_hk_std_shot_speed_accel;
+float autocvar_g_turrets_unit_hk_std_shot_speed_accel2;
+float autocvar_g_turrets_unit_hk_std_shot_speed_decel;
+float autocvar_g_turrets_unit_hk_std_shot_speed_max;
+float autocvar_g_turrets_unit_hk_std_shot_speed_turnrate;
+float autocvar_g_turrets_unit_walker_speed_jump;
+float autocvar_g_turrets_unit_walker_speed_roam;
+float autocvar_g_turrets_unit_walker_speed_run;
+float autocvar_g_turrets_unit_walker_speed_stop;
+float autocvar_g_turrets_unit_walker_speed_swim;
+float autocvar_g_turrets_unit_walker_speed_walk;
+float autocvar_g_turrets_unit_walker_std_meele_dmg;
+float autocvar_g_turrets_unit_walker_std_meele_force;
+float autocvar_g_turrets_unit_walker_std_meele_range;
+float autocvar_g_turrets_unit_walker_std_rocket_dmg;
+float autocvar_g_turrets_unit_walker_std_rocket_force;
+float autocvar_g_turrets_unit_walker_std_rocket_radius;
+float autocvar_g_turrets_unit_walker_std_rocket_refire;
+float autocvar_g_turrets_unit_walker_std_rocket_speed;
+float autocvar_g_turrets_unit_walker_std_rocket_turnrate;
+float autocvar_g_turrets_unit_walker_std_rockets_range;
+float autocvar_g_turrets_unit_walker_std_rockets_range_min;
+float autocvar_g_use_ammunition;
+float autocvar_g_vehicle_racer_afterburn_cost;
+float autocvar_g_vehicle_racer_anglestabilizer;
+float autocvar_g_vehicle_racer_downforce;
+float autocvar_g_vehicle_racer_energy;
+float autocvar_g_vehicle_racer_energy_usepause;
+float autocvar_g_vehicle_racer_health;
+float autocvar_g_vehicle_racer_laser_cost;
+float autocvar_g_vehicle_racer_laser_damage;
+float autocvar_g_vehicle_racer_laser_radius;
+float autocvar_g_vehicle_racer_laser_refire;
+float autocvar_g_vehicle_racer_laser_speed;
+float autocvar_g_vehicle_racer_pitchspeed;
+float autocvar_g_vehicle_racer_power_air;
+float autocvar_g_vehicle_racer_power_min;
+float autocvar_g_vehicle_racer_power_solid;
+float autocvar_g_vehicle_racer_reload;
+float autocvar_g_vehicle_racer_respawntime;
+float autocvar_g_vehicle_racer_rocket_accel;
+float autocvar_g_vehicle_racer_rocket_damage;
+float autocvar_g_vehicle_racer_rocket_radius;
+float autocvar_g_vehicle_racer_rocket_refire;
+float autocvar_g_vehicle_racer_rocket_speed;
+float autocvar_g_vehicle_racer_rocket_turnrate;
+float autocvar_g_vehicle_racer_shield;
+float autocvar_g_vehicle_racer_speed_afterburn;
+float autocvar_g_vehicle_racer_speed_forward;
+float autocvar_g_vehicle_racer_speed_strafe;
+float autocvar_g_vehicle_racer_springlength;
+float autocvar_g_vehicle_racer_turnroll;
+float autocvar_g_vehicle_racer_turnspeed;
+float autocvar_g_vehicle_raptor_reload;
+float autocvar_g_vehicle_spiderbot_crush_dmg;
+float autocvar_g_vehicle_spiderbot_crush_force;
+float autocvar_g_vehicle_spiderbot_head_pitchlimit_down;
+float autocvar_g_vehicle_spiderbot_head_pitchlimit_up;
+float autocvar_g_vehicle_spiderbot_head_pitchspeed;
+float autocvar_g_vehicle_spiderbot_head_turnlimit;
+float autocvar_g_vehicle_spiderbot_head_turnspeed;
+float autocvar_g_vehicle_spiderbot_health;
+float autocvar_g_vehicle_spiderbot_minigun_cooldown;
+float autocvar_g_vehicle_spiderbot_minigun_damage;
+float autocvar_g_vehicle_spiderbot_minigun_heat;
+float autocvar_g_vehicle_spiderbot_minigun_refire;
+float autocvar_g_vehicle_spiderbot_minigun_spread;
+float autocvar_g_vehicle_spiderbot_movement_inertia;
+float autocvar_g_vehicle_spiderbot_respawntime;
+float autocvar_g_vehicle_spiderbot_rocket_damage;
+float autocvar_g_vehicle_spiderbot_rocket_edgedamage;
+float autocvar_g_vehicle_spiderbot_rocket_force;
+float autocvar_g_vehicle_spiderbot_rocket_health;
+float autocvar_g_vehicle_spiderbot_rocket_lifetime;
+float autocvar_g_vehicle_spiderbot_rocket_noise;
+float autocvar_g_vehicle_spiderbot_rocket_radius;
+float autocvar_g_vehicle_spiderbot_rocket_refire;
+float autocvar_g_vehicle_spiderbot_rocket_reload;
+float autocvar_g_vehicle_spiderbot_rocket_speed;
+float autocvar_g_vehicle_spiderbot_rocket_turnrate;
+float autocvar_g_vehicle_spiderbot_shield;
+float autocvar_g_vehicle_spiderbot_speed_stop;
+float autocvar_g_vehicle_spiderbot_speed_strafe;
+float autocvar_g_vehicle_spiderbot_speed_walk;
+float autocvar_g_vehicle_spiderbot_turnspeed;
+float autocvar_g_waypointeditor;
+float autocvar_g_waypoints_for_items;
+float autocvar_g_waypointsprite_deadlifetime;
+float autocvar_g_waypointsprite_deployed_lifetime;
+float autocvar_g_waypointsprite_limitedrange;
+float autocvar_g_weapon_charge_colormod_blue_full;
+float autocvar_g_weapon_charge_colormod_blue_half;
+float autocvar_g_weapon_charge_colormod_green_full;
+float autocvar_g_weapon_charge_colormod_green_half;
+float autocvar_g_weapon_charge_colormod_hdrmultiplier;
+float autocvar_g_weapon_charge_colormod_red_full;
+float autocvar_g_weapon_charge_colormod_red_half;
+#define autocvar_g_weapon_stay cvar("g_weapon_stay")
+float autocvar_g_weapon_throwable;
+#define autocvar_g_weaponarena cvar_string("g_weaponarena")
+string autocvar_g_xonoticversion;
+float autocvar_gamecfg;
+float autocvar_gameversion;
+string autocvar_hostname;
+float autocvar_lastlevel;
+float autocvar_leadlimit;
+float autocvar_leadlimit_and_fraglimit;
+float autocvar_leadlimit_override;
+float autocvar_loddebug;
+float autocvar_minplayers;
+string autocvar_nextmap;
+float autocvar_prvm_backtraceforwarnings;
+string autocvar_quit_and_redirect;
+float autocvar_quit_when_empty;
+float autocvar_r_showbboxes;
+float autocvar_rescan_pending;
+float autocvar_samelevel;
+#define autocvar_skill cvar("skill")
+float autocvar_skill_auto;
+#define autocvar_slowmo cvar("slowmo")
+float autocvar_snd_soundradius;
+float autocvar_spawn_debug;
+float autocvar_spawn_debugview;
+float autocvar_speedmeter;
float autocvar_sv_accelerate;
-float autocvar_sv_friction;
-float autocvar_sv_maxspeed;
-float autocvar_sv_airaccelerate;
-float autocvar_sv_maxairspeed;
-float autocvar_sv_stopspeed;
-float autocvar_sv_gravity;
-float autocvar_sv_airaccel_sideways_friction;
+var float autocvar_sv_accuracy_data_share = 1;
+string autocvar_sv_adminnick;
float autocvar_sv_airaccel_qw;
+float autocvar_sv_airaccel_sideways_friction;
+float autocvar_sv_airaccelerate;
+float autocvar_sv_aircontrol;
+float autocvar_sv_aircontrol_penalty;
+float autocvar_sv_aircontrol_power;
+float autocvar_sv_airspeedlimit_nonqw;
float autocvar_sv_airstopaccelerate;
+float autocvar_sv_airstrafeaccel_qw;
float autocvar_sv_airstrafeaccelerate;
+float autocvar_sv_allow_shownames;
+float autocvar_sv_autoscreenshot;
+float autocvar_sv_cheats;
+float autocvar_sv_curl_serverpackages_auto;
+float autocvar_sv_db_saveasdump;
+float autocvar_sv_defaultcharacter;
+string autocvar_sv_defaultplayercolors;
+string autocvar_sv_defaultplayermodel;
+string autocvar_sv_defaultplayermodel_blue;
+string autocvar_sv_defaultplayermodel_pink;
+string autocvar_sv_defaultplayermodel_red;
+string autocvar_sv_defaultplayermodel_yellow;
+float autocvar_sv_defaultplayerskin;
+float autocvar_sv_dodging_delay;
+float autocvar_sv_dodging_height_threshold;
+float autocvar_sv_dodging_horiz_speed;
+float autocvar_sv_dodging_ramp_time;
+float autocvar_sv_dodging_sound;
+float autocvar_sv_dodging_up_speed;
+float autocvar_sv_dodging_wall_distance_threshold;
+float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_eventlog;
+float autocvar_sv_eventlog_console;
+float autocvar_sv_eventlog_files;
+float autocvar_sv_eventlog_files_counter;
+string autocvar_sv_eventlog_files_nameprefix;
+string autocvar_sv_eventlog_files_namesuffix;
+float autocvar_sv_eventlog_files_timestamps;
+float autocvar_sv_fragmessage_information_handicap;
+float autocvar_sv_fragmessage_information_ping;
+float autocvar_sv_fragmessage_information_stats;
+float autocvar_sv_fragmessage_information_typefrag;
+float autocvar_sv_friction;
+float autocvar_sv_friction_on_land;
+float autocvar_sv_gameplayfix_q2airaccelerate;
+#define autocvar_sv_gravity cvar("sv_gravity")
+float autocvar_sv_hitsound_antispam_time;
+string autocvar_sv_intermission_cdtrack;
+string autocvar_sv_jumpspeedcap_max;
+float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
+string autocvar_sv_jumpspeedcap_min;
+float autocvar_sv_jumpvelocity;
+float autocvar_sv_logscores_bots;
+float autocvar_sv_logscores_console;
+float autocvar_sv_logscores_file;
+string autocvar_sv_logscores_filename;
+float autocvar_sv_mapchange_delay;
+float autocvar_sv_maxairspeed;
float autocvar_sv_maxairstrafespeed;
-float autocvar_sv_airstrafeaccel_qw;
-float autocvar_sv_aircontrol;
-float autocvar_sv_aircontrol_power;
-float autocvar_sv_aircontrol_penalty;
-float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_maxspeed;
+string autocvar_sv_motd;
+string autocvar_sv_player_crouch_maxs;
+string autocvar_sv_player_crouch_mins;
+string autocvar_sv_player_crouch_viewoffset;
+string autocvar_sv_player_headsize;
+string autocvar_sv_player_maxs;
+string autocvar_sv_player_mins;
+string autocvar_sv_player_viewoffset;
+float autocvar_sv_precacheplayermodels;
+float autocvar_sv_precacheweapons;
+float autocvar_sv_q3acompat_machineshotgunswap;
+float autocvar_sv_qcweaponanimation;
+float autocvar_sv_ready_restart;
+float autocvar_sv_ready_restart_after_countdown;
+float autocvar_sv_ready_restart_repeatable;
+float autocvar_sv_servermodelsonly;
+float autocvar_sv_spectate;
+float autocvar_sv_spectator_speed_multiplier;
+float autocvar_sv_stepheight;
+float autocvar_sv_stopspeed;
+float autocvar_sv_strengthsound_antispam_refire_threshold;
+float autocvar_sv_strengthsound_antispam_time;
+float autocvar_sv_teamnagger;
+float autocvar_sv_timeout;
+float autocvar_sv_timeout_leadtime;
+float autocvar_sv_timeout_length;
+float autocvar_sv_timeout_number;
+float autocvar_sv_timeout_resumetime;
+float autocvar_sv_vote_call;
+float autocvar_sv_vote_change;
+string autocvar_sv_vote_commands;
+float autocvar_sv_vote_majority_factor;
+float autocvar_sv_vote_master;
+string autocvar_sv_vote_master_commands;
+string autocvar_sv_vote_master_password;
+float autocvar_sv_vote_nospectators;
+string autocvar_sv_vote_only_commands;
+float autocvar_sv_vote_override_mostrecent;
+float autocvar_sv_vote_simple_majority_factor;
+float autocvar_sv_vote_singlecount;
+float autocvar_sv_vote_stop;
+float autocvar_sv_vote_timeout;
+float autocvar_sv_vote_wait;
float autocvar_sv_warsowbunny_accel;
+float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_warsowbunny_backtosideratio;
float autocvar_sv_warsowbunny_topspeed;
float autocvar_sv_warsowbunny_turnaccel;
-float autocvar_sv_warsowbunny_backtosideratio;
-float autocvar_sv_airspeedlimit_nonqw;
+string autocvar_sv_weaponstats_damagefile;
+string autocvar_sv_weaponstats_killfile;
+float autocvar_sys_ticrate;
+float autocvar_teamplay_lockonrestart;
+float autocvar_teamplay_mode;
+#define autocvar_timelimit cvar("timelimit")
+#define autocvar_timelimit_override cvar("timelimit_override")
+float autocvar_timelimit_overtime;
+float autocvar_timelimit_overtimes;
+float autocvar_timelimit_suddendeath;
+#define autocvar_utf8_enable cvar("utf8_enable")
+float autocvar_waypoint_benchmark;
+float autocvar_welcome_message_time;
if (time >= self.bot_badaimtime)
{
self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
- self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
+ self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * autocvar_bot_ai_aimskill_offset;
}
desiredang = vectoangles(v) + self.bot_badaimoffset;
//dprint(" desired:", vtos(desiredang));
self.bot_prevaimtime = time;
// Here we will try to anticipate the comming aiming direction
self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
- + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
+ + (diffang * (1 / delta_t) - self.bot_1st_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_1st,1);
self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
- + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
+ + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_2nd,1);
self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
- + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
+ + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_3th,1);
self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
- + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
+ + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_4th,1);
self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
- + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
+ + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, autocvar_bot_ai_aimskill_order_filter_5th,1);
//blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
blend = bound(0,skill+self.bot_aimskill,10)*0.1;
desiredang = desiredang + blend *
(
- self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
- + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
- + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
- + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
- + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
+ self.bot_1st_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_1st
+ + self.bot_2nd_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_2nd
+ + self.bot_3th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_3th
+ + self.bot_4th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_4th
+ + self.bot_5th_order_aimfilter * autocvar_bot_ai_aimskill_order_mix_5th
);
// calculate turn angles
diffang_y = diffang_y - floor(diffang_y / 360) * 360;
if (diffang_y >= 180)
diffang_y = diffang_y - 360;
- desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
+ desiredang = desiredang + diffang * bound(0,autocvar_bot_ai_aimskill_think,1);
// calculate turn angles
diffang = desiredang - self.v_angle;
// turn
local float r, fixedrate, blendrate;
- fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
- blendrate = cvar("bot_ai_aimskill_blendrate");
+ fixedrate = autocvar_bot_ai_aimskill_fixedrate / bound(1,dist,1000);
+ blendrate = autocvar_bot_ai_aimskill_blendrate;
r = max(fixedrate, blendrate);
//self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
self.v_angle = self.v_angle + diffang * bound(delta_t, r * delta_t * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
- self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
+ self.v_angle = self.v_angle * bound(0,autocvar_bot_ai_aimskill_mouse,1) + desiredang * bound(0,(1-autocvar_bot_ai_aimskill_mouse),1);
//self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
//self.v_angle = self.v_angle + diffang * (1/ blendrate);
self.v_angle_z = 0;
shotdir = v_forward;
v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
local float distanceratio;
- distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
+ distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/autocvar_bot_ai_aimskill_firetolerance_distdegrees;
distanceratio = bound(0,distanceratio,1);
- r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
- * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
+ r = (autocvar_bot_ai_aimskill_firetolerance_maxdegrees-autocvar_bot_ai_aimskill_firetolerance_mindegrees)
+ * (1-distanceratio) + autocvar_bot_ai_aimskill_firetolerance_mindegrees;
if (applygravity && self.bot_aimtarg)
{
if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
return;
self.flags &~= FL_GODMODE;
- if(cvar("bot_god"))
+ if(autocvar_bot_god)
self.flags |= FL_GODMODE;
- self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval") * pow(0.5, self.bot_aiskill);
+ self.bot_nextthink = self.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, self.bot_aiskill);
//if (self.bot_painintensity > 0)
// self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
//self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
//self.bot_painintensity = bound(0, self.bot_painintensity, 100);
- if (cvar("g_campaign") && !campaign_bots_may_start)
+ if (autocvar_g_campaign && !campaign_bots_may_start)
{
self.nextthink = time + 0.5;
return;
string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
string name, prefix, suffix;
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
{
prefix = "";
suffix = "";
}
else
{
- prefix = cvar_string("bot_prefix");
- suffix = cvar_string("bot_suffix");
+ prefix = autocvar_bot_prefix;
+ suffix = autocvar_bot_suffix;
}
- file = fopen(cvar_string("bot_config_file"), FILE_READ);
+ file = fopen(autocvar_bot_config_file, FILE_READ);
if(file < 0)
- print(strcat("Error: Can not open the bot configuration file '",cvar_string("bot_config_file"),"'\n"));
+ print(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
else
{
RandomSelection_Init();
prio = 6;
- #define READSKILL(f,w,r) if(argv(prio) != "") self.f = stof(argv(prio)) * (w); else self.f = (!cvar("g_campaign")) * (2 * random() - 1) * (r) * (w); ++prio
+ #define READSKILL(f,w,r) if(argv(prio) != "") self.f = stof(argv(prio)) * (w); else self.f = (!autocvar_g_campaign) * (2 * random() - 1) * (r) * (w); ++prio
//print(bot_name, ": ping=", argv(9), "\n");
READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
self.bot_preferredcolors = self.clientcolors;
// pick the name
- if (cvar("bot_usemodelnames"))
+ if (autocvar_bot_usemodelnames)
name = bot_model;
else
name = bot_name;
bot_custom_weapon = FALSE;
- if( cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
- cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
- cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
- cvar_string("bot_ai_custom_weapon_priority_distances") == ""
+ if( autocvar_bot_ai_custom_weapon_priority_far == "" ||
+ autocvar_bot_ai_custom_weapon_priority_mid == "" ||
+ autocvar_bot_ai_custom_weapon_priority_close == "" ||
+ autocvar_bot_ai_custom_weapon_priority_distances == ""
)
return;
// Parse distances
- tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
+ tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
if (tokens!=2)
return;
bot_weapons_close[0] = -1;
// Parse far distance weapon priorities
- tokens = tokenizebyseparator(W_NumberWeaponOrder(cvar_string("bot_ai_custom_weapon_priority_far"))," ");
+ tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
c = 0;
for(i=0; i < tokens && c < WEP_COUNT; ++i){
bot_weapons_far[c] = -1;
// Parse mid distance weapon priorities
- tokens = tokenizebyseparator(W_NumberWeaponOrder(cvar_string("bot_ai_custom_weapon_priority_mid"))," ");
+ tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
c = 0;
for(i=0; i < tokens && c < WEP_COUNT; ++i){
bot_weapons_mid[c] = -1;
// Parse close distance weapon priorities
- tokens = tokenizebyseparator(W_NumberWeaponOrder(cvar_string("bot_ai_custom_weapon_priority_close"))," ");
+ tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
c = 0;
for(i=0; i < tokens && i < WEP_COUNT; ++i){
}
else if(bestbot <= bestplayer * factor - 2)
{
- if(cvar("skill") < 17)
+ if(autocvar_skill < 17)
{
dprint("2 frags difference, increasing skill\n");
- cvar_set("skill", ftos(cvar("skill") + 1));
- bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
+ cvar_set("skill", ftos(autocvar_skill + 1));
+ bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
}
}
else if(bestbot >= bestplayer * factor + 2)
{
- if(cvar("skill") > 0)
+ if(autocvar_skill > 0)
{
dprint("2 frags difference, decreasing skill\n");
- cvar_set("skill", ftos(cvar("skill") - 1));
- bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
+ cvar_set("skill", ftos(autocvar_skill - 1));
+ bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
}
}
else
if (time < 2)
return;
- stepheightvec = cvar("sv_stepheight") * '0 0 1';
- bot_navigation_movemode = ((cvar("bot_navigation_ignoreplayers")) ? MOVE_NOMONSTERS : MOVE_NORMAL);
+ stepheightvec = autocvar_sv_stepheight * '0 0 1';
+ bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
if(time > autoskill_nextthink)
{
float a;
- a = cvar("skill_auto");
+ a = autocvar_skill_auto;
if(a)
autoskill(a);
autoskill_nextthink = time + 5;
// But don't remove bots immediately on level change, as the real players
// usually haven't rejoined yet
bots_would_leave = FALSE;
- if (teams_matter && cvar("bot_vs_human") && (c3==-1 && c4==-1))
- bots = min(ceil(fabs(cvar("bot_vs_human")) * activerealplayers), maxclients - realplayers);
- else if ((realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5)))
+ if (teams_matter && autocvar_bot_vs_human && (c3==-1 && c4==-1))
+ bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
+ else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
{
float realminplayers, minplayers;
- realminplayers = cvar("minplayers");
+ realminplayers = autocvar_minplayers;
minplayers = max(0, floor(realminplayers));
float realminbots, minbots;
- realminbots = cvar("bot_number");
+ realminbots = autocvar_bot_number;
minbots = max(0, floor(realminbots));
bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
bots = 0;
}
- bot_ignore_bots = cvar("bot_ignore_bots");
+ bot_ignore_bots = autocvar_bot_ignore_bots;
// only add one bot per frame to avoid utter chaos
if(time > botframe_nextthink)
if(botframe_spawnedwaypoints)
{
- if(cvar("waypoint_benchmark"))
+ if(autocvar_waypoint_benchmark)
localcmd("quit\n");
}
- if (currentbots > 0 || cvar("g_waypointeditor"))
+ if (currentbots > 0 || autocvar_g_waypointeditor)
if (botframe_spawnedwaypoints)
{
if(botframe_cachedwaypointlinks)
if (botframe_nextdangertime < time)
{
local float interval;
- interval = cvar("bot_ai_dangerdetectioninterval");
+ interval = autocvar_bot_ai_dangerdetectioninterval;
if (botframe_nextdangertime < time - interval * 1.5)
botframe_nextdangertime = time;
botframe_nextdangertime = botframe_nextdangertime + interval;
- botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
+ botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
}
}
- if (cvar("g_waypointeditor"))
+ if (autocvar_g_waypointeditor)
botframe_showwaypointlinks();
if(time > bot_cvar_nextthink)
havocbot_chooseenemy();
if (self.bot_chooseweapontime < time )
{
- self.bot_chooseweapontime = time + cvar("bot_ai_chooseweaponinterval");
+ self.bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
havocbot_chooseweapon();
}
havocbot_aim();
if(self.weapons)
{
weapon_action(self.weapon, WR_AIM);
- if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
+ if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
next = self.goalstack01.origin - (self.origin + self.view_ofs);
skillblend=bound(0,(skill+self.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
- distanceblend=bound(0,aimdistance/cvar("bot_ai_keyboard_distance"),1);
+ distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
blend = skillblend * (1-distanceblend);
//v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
//v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
sk = skill + self.bot_moveskill;
- maxspeed = cvar("sv_maxspeed");
+ maxspeed = autocvar_sv_maxspeed;
if (time < self.havocbot_keyboardtime)
return;
local float trigger, trigger1;
blend = bound(0,sk*0.1,1);
- trigger = cvar("bot_ai_keyboard_treshold");
+ trigger = autocvar_bot_ai_keyboard_treshold;
trigger1 = 0 - trigger;
// categorize forward movement
if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=TRUE;
keyboard = self.havocbot_keyboard;
- blend = bound(0,vlen(destorg-self.origin)/cvar("bot_ai_keyboard_distance"),1); // When getting close move with 360 degree
+ blend = bound(0,vlen(destorg-self.origin)/autocvar_bot_ai_keyboard_distance,1); // When getting close move with 360 degree
//dprint("movement ", vtos(self.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
self.movement = self.movement + (keyboard - self.movement) * blend;
};
local vector deviation;
local float maxspeed;
- if(cvar("g_midair"))
+ if(autocvar_g_midair)
return;
// Don't jump when using some weapons
if(self.goalcurrent.classname == "player")
return;
- maxspeed = cvar("sv_maxspeed");
+ maxspeed = autocvar_sv_maxspeed;
if(self.aistatus & AI_STATUS_DANGER_AHEAD)
{
if(self.bot_timelastseengoal)
{
// for a period of time
- if(time - self.bot_timelastseengoal > cvar("bot_ai_bunnyhop_firstjumpdelay"))
+ if(time - self.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
local float checkdistance;
checkdistance = TRUE;
// don't run if it is too close
if(self.bot_canruntogoal==0)
{
- if(bunnyhopdistance > cvar("bot_ai_bunnyhop_startdistance"))
+ if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
self.bot_canruntogoal = 1;
else
self.bot_canruntogoal = -1;
if(bunnyhopdistance < vlen(self.origin - self.goalstack01.origin))
if(fabs(self.goalstack01.origin_z - self.goalcurrent.origin_z) < self.maxs_z - self.mins_z)
{
- if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > cvar("bot_ai_bunnyhop_startdistance"))
+ if(vlen(self.goalcurrent.origin - self.goalstack01.origin) > autocvar_bot_ai_bunnyhop_startdistance)
if(checkpvs(self.origin + self.view_ofs, self.goalstack01))
{
checkdistance = FALSE;
if(checkdistance)
{
self.aistatus &~= AI_STATUS_RUNNING;
- if(bunnyhopdistance > cvar("bot_ai_bunnyhop_stopdistance"))
+ if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
self.BUTTON_JUMP = TRUE;
}
else
//if (self.goalentity)
// te_lightning2(self, self.origin, (self.goalentity.absmin + self.goalentity.absmax) * 0.5);
self.movement = '0 0 0';
- maxspeed = cvar("sv_maxspeed");
+ maxspeed = autocvar_sv_maxspeed;
// Jetpack navigation
if(self.goalcurrent)
dxy = self.origin - self.goalcurrent.origin; dxy_z = 0;
d = vlen(dxy);
v = vlen(self.velocity - self.velocity_z * '0 0 1');
- db = (pow(v,2) / (cvar("g_jetpack_acceleration_side") * 2)) + 100;
+ db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
// dprint("distance ", ftos(ceil(d)), " velocity ", ftos(ceil(v)), " brake at ", ftos(ceil(db)), "\n");
if(d < db || d < 500)
{
if(newgoal)
{
self.ignoregoal = self.goalcurrent;
- self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
+ self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
navigation_clearroute();
navigation_routetogoal(newgoal, self.origin);
self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
return;
}
- else if(self.health>cvar("g_balance_rocketlauncher_damage")*0.5)
+ else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
{
if(self.velocity_z < 0)
if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
self.switchweapon = WEP_ROCKET_LAUNCHER;
self.v_angle_x = 90;
self.BUTTON_ATCK = TRUE;
- self.rocketjumptime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+ self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
return;
}
}
if(self.facingwalltime && time > self.facingwalltime)
{
self.ignoregoal = self.goalcurrent;
- self.ignoregoaltime = time + cvar("bot_ai_ignoregoal_timeout");
+ self.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
self.bot_strategytime = 0;
return;
}
// Bunnyhop!
// if(self.aistatus & AI_STATUS_ROAMING)
if(self.goalcurrent)
- if(skill+self.bot_moveskill >= cvar("bot_ai_bunnyhop_skilloffset"))
+ if(skill+self.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(dir);
- if ((dir * v_up) >= cvar("sv_jumpvelocity")*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
+ if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (self.flags & FL_ONGROUND)) self.BUTTON_JUMP=1;
if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.BUTTON_JUMP=TRUE;
if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-self.bot_dodgeskill)*0.1,1)) self.havocbot_ducktime=time+0.3/bound(0.1,skill+self.bot_dodgeskill,10);
};
local entity head, best, head2;
local float rating, bestrating, i, f;
local vector eye, v;
- if (cvar("bot_nofire") || IS_INDEPENDENT_PLAYER(self))
+ if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.enemy = world;
return;
if (self.health > 30)
{
// remain tracking him for a shot while (case he went after a small corner or pilar
- self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
+ self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
return;
}
// enemy isn't visible, or is far away, or we're injured severely
}
if (time < self.havocbot_chooseenemy_finished)
return;
- self.havocbot_chooseenemy_finished = time + cvar("bot_ai_enemydetectioninterval");
+ self.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
eye = self.origin + self.view_ofs;
best = world;
bestrating = 100000000;
{
v = (head.absmin + head.absmax) * 0.5;
rating = vlen(v - eye);
- if (rating<cvar("bot_ai_enemydetectionradius"))
+ if (rating<autocvar_bot_ai_enemydetectionradius)
if (bestrating > rating)
if (bot_shouldattack(head))
{
// Workaround for rifle reloading (..)
if(self.weapon == WEP_CAMPINGRIFLE)
- if(i < cvar("g_balance_campingrifle_reloadtime") + 1)
+ if(i < autocvar_g_balance_campingrifle_reloadtime + 1)
return;
local float w;
local float af, ct, combo_time, combo;
af = ATTACK_FINISHED(self);
- ct = cvar("bot_ai_weapon_combo_threshold");
+ ct = autocvar_bot_ai_weapon_combo_threshold;
// Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
// Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
combo = FALSE;
- if(cvar("bot_ai_weapon_combo"))
+ if(autocvar_bot_ai_weapon_combo)
if(self.weapon == self.lastfiredweapon)
if(af > combo_time)
{
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_ctf_ourbase(50000);
// Chase the flag carrier
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_ctf_enemyflag(30000);
havocbot_goalrating_ctf_ourstolenflag(40000);
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_ctf_ourstolenflag(50000);
havocbot_goalrating_ctf_enemybase(20000);
local float radius;
radius = 10000;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_ctf_ourstolenflag(50000);
havocbot_goalrating_ctf_droppedflags(40000, self.origin, radius);
org = havocbot_ctf_middlepoint;
org_z = self.origin_z;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_ctf_ourstolenflag(50000);
havocbot_goalrating_ctf_droppedflags(30000, self.origin, 10000);
org = mf.dropped_origin;
radius = havocbot_ctf_middlepoint_radius;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
// if enemies are closer to our base, go there
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
if(kh_Key_AllOwnedByWhichTeam() == self.team)
if (self.bot_strategytime < time)
{
float key_owner_team;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
key_owner_team = kh_Key_AllOwnedByWhichTeam();
{
float key_owner_team;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
key_owner_team = kh_Key_AllOwnedByWhichTeam();
{
float key_owner_team;
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
key_owner_team = kh_Key_AllOwnedByWhichTeam();
havocbot_goalrating_ons_offenseitems(10000, self.origin, 10000);
navigation_goalrating_end();
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
}
};
// Rate the item only if no one needs it, or if an enemy is closer to it
if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
- (friend_distance > cvar("bot_ai_friends_aware_pickup_radius") ) || !discard )
+ (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
rating = head.bot_pickupevalfunc(self, head);
}
local float t, noteam, distance;
noteam = ((self.team == 0) || !teams_matter); // fteqcc sucks
- if (cvar("bot_nofire"))
+ if (autocvar_bot_nofire)
return;
// don't chase players if we're under water
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_controlpoints(10000, self.origin, 15000);
havocbot_goalrating_items(8000, self.origin, 8000);
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_items(10000, self.origin, 10000);
havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
entity e;
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
/*
havocbot_goalrating_items(100, self.origin, 10000);
if (self.bot_strategytime < time)
{
- self.bot_strategytime = time + cvar("bot_ai_strategyinterval");
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start();
havocbot_goalrating_items(10000, self.origin, 10000);
havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
// Evaluate path using jetpack
if(g_jetpack)
if(self.items & IT_JETPACK)
- if(cvar("bot_ai_navigation_jetpack"))
- if(vlen(self.origin - e.origin) > cvar("bot_ai_navigation_jetpack_mindistance"))
+ if(autocvar_bot_ai_navigation_jetpack)
+ if(vlen(self.origin - e.origin) > autocvar_bot_ai_navigation_jetpack_mindistance)
{
vector pointa, pointb;
xydistance = vlen(pointa - pointb);
zdistance = fabs(pointa_z - self.origin_z);
- t = zdistance / cvar("g_jetpack_maxspeed_up");
- t += xydistance / cvar("g_jetpack_maxspeed_side");
- fuel = t * cvar("g_jetpack_fuel") * 0.8;
+ t = zdistance / autocvar_g_jetpack_maxspeed_up;
+ t += xydistance / autocvar_g_jetpack_maxspeed_side;
+ fuel = t * autocvar_g_jetpack_fuel * 0.8;
// dprint("jetpack ai: required fuel ", ftos(fuel), " self.ammo_fuel ", ftos(self.ammo_fuel),"\n");
// (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
// - between air and ground speeds)
- cost = xydistance / (cvar("g_jetpack_maxspeed_side")/cvar("sv_maxspeed"));
- cost += zdistance / (cvar("g_jetpack_maxspeed_up")/cvar("sv_maxspeed"));
+ cost = xydistance / (autocvar_g_jetpack_maxspeed_side/autocvar_sv_maxspeed);
+ cost += zdistance / (autocvar_g_jetpack_maxspeed_up/autocvar_sv_maxspeed);
cost *= 1.5;
// Compare against other goals
return FALSE;
if(self.bot_cmd_keys & BOT_CMD_KEY_FORWARD)
- self.movement_x = cvar("sv_maxspeed");
+ self.movement_x = autocvar_sv_maxspeed;
else if(self.bot_cmd_keys & BOT_CMD_KEY_BACKWARD)
- self.movement_x = -cvar("sv_maxspeed");
+ self.movement_x = -autocvar_sv_maxspeed;
if(self.bot_cmd_keys & BOT_CMD_KEY_RIGHT)
- self.movement_y = cvar("sv_maxspeed");
+ self.movement_y = autocvar_sv_maxspeed;
else if(self.bot_cmd_keys & BOT_CMD_KEY_LEFT)
- self.movement_y = -cvar("sv_maxspeed");
+ self.movement_y = -autocvar_sv_maxspeed;
if(self.bot_cmd_keys & BOT_CMD_KEY_JUMP)
self.BUTTON_JUMP = TRUE;
}
else
{
- if(cvar("g_debug_bot_commands"))
+ if(autocvar_g_debug_bot_commands)
{
local string parms;
}
else
{
- if(cvar("developer"))
+ if(autocvar_developer)
{
print("A generated waypoint is stuck in solid at ", vtos(w.origin), "\n");
backtrace("Waypoint stuck");
waypoint_clearlinks(w);
//waypoint_schedulerelink(w);
- if (cvar("g_waypointeditor"))
+ if (autocvar_g_waypointeditor)
{
m1 = w.mins;
m2 = w.maxs;
local entity e;
local vector sv, sm1, sm2, ev, em1, em2, dv;
- stepheightvec = cvar("sv_stepheight") * '0 0 1';
- bot_navigation_movemode = ((cvar("bot_navigation_ignoreplayers")) ? MOVE_NOMONSTERS : MOVE_NORMAL);
+ stepheightvec = autocvar_sv_stepheight * '0 0 1';
+ bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
//dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
sm1 = self.origin + self.mins;
if (wp == world)
return;
// TODO: add some sort of visible box in edit mode for box waypoints
- if (cvar("g_waypointeditor"))
+ if (autocvar_g_waypointeditor)
{
local vector m1, m2;
m1 = wp.mins;
CampaignBailout("JOLLY CHEATS AHAHAHAHAHAHAH))");
return;
}
- campaign_level = cvar("_campaign_index");
- campaign_name = strzone(cvar_string("_campaign_name"));
+ campaign_level = autocvar__campaign_index;
+ campaign_name = strzone(autocvar__campaign_name);
campaign_index_var = strzone(strcat("g_campaign", campaign_name, "_index"));
CampaignFile_Load(campaign_level, 2);
if(campaign_entries < 1)
return;
}
- baseskill = cvar("g_campaign_skill");
+ baseskill = autocvar_g_campaign_skill;
baseskill = baseskill + campaign_botskill[0];
if(baseskill < 0)
baseskill = 0;
// copy sv_gravity cvar, as the engine needs it too (sorry, this will mess
// with the menu a little still...)
- cvar_set_normal("sv_gravity", ftos(cvar("sv_gravity")));
+ cvar_set_normal("sv_gravity", ftos(autocvar_sv_gravity));
if(Campaign_Invalid())
return;
if(won == 1 && lost == 0 && checkrules_equality == 0 && cheatcount_total == 0)
{
- if(cvar("timelimit") != 0 && cvar("fraglimit") != 0 && time > cvar("timelimit") * 60) // checks if the timelimit has expired.
+ if(autocvar_timelimit != 0 && autocvar_fraglimit != 0 && time > autocvar_timelimit * 60) // checks if the timelimit has expired.
{
campaign_won = 0;
bprint("Time's up! The current level has been LOST.\n");
// sound!
}
}
- else if(cvar("timelimit") != 0 && time > cvar("timelimit") * 60)
+ else if(autocvar_timelimit != 0 && time > autocvar_timelimit * 60)
{
campaign_won = 0;
bprint("Time's up! The current level has been LOST.\n");
void CheatInit()
{
- gamestart_sv_cheats = cvar("sv_cheats");
+ gamestart_sv_cheats = autocvar_sv_cheats;
}
void CheatShutdown()
self.health = start_health;
self.armorvalue = start_armorvalue;
self.weapons |= weaponsInMap;
- self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
- self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
- self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
- self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
+ self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
+ self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
+ self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
+ self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
self.strength_finished = 0;
self.invincible_finished = 0;
}
break;
case "warp":
IS_CHEAT(0, argc, 0);
- if(argc == 2) if(cvar("g_campaign"))
+ if(argc == 2) if(autocvar_g_campaign)
{
CampaignLevelWarp(stof(argv(1)));
DID_CHEAT();
msg_entity = e;
WriteByte(MSG_ONE, SVC_TEMPENTITY);
WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
- WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
+ WriteByte(MSG_ONE, autocvar_g_balance_campingrifle_magazinecapacity);
}
void Announce(string snd) {
{
spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
- if(cvar("spawn_debugview"))
+ if(autocvar_spawn_debugview)
{
setmodel(spot, "models/runematch/rune.mdl");
if(spot.spawnpoint_score_y < mindist)
firstspot = firstspot_new;
spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
}
- else if (random() > cvar("g_spawn_furthest"))
+ else if (random() > autocvar_g_spawn_furthest)
spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
else
spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
}
- if(cvar("spawn_debugview"))
+ if(autocvar_spawn_debugview)
{
print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
if (!spot)
{
- if(cvar("spawn_debug"))
+ if(autocvar_spawn_debug)
GotoNextMap();
else
{
return FallbackPlayerModel;
if( substring(plyermodel,0,14) != "models/player/")
return FallbackPlayerModel;
- else if(cvar("sv_servermodelsonly"))
+ else if(autocvar_sv_servermodelsonly)
{
if(substring(plyermodel,-4,4) != ".zym")
if(substring(plyermodel,-4,4) != ".dpm")
self.flags = FL_CLIENT | FL_NOTARGET;
self.armorvalue = 666;
self.effects = 0;
- self.armorvalue = cvar("g_balance_armor_start");
+ self.armorvalue = autocvar_g_balance_armor_start;
self.pauserotarmor_finished = 0;
self.pauserothealth_finished = 0;
self.pauseregen_finished = 0;
defaultmodel = "";
- if(cvar("sv_defaultcharacter") == 1) {
+ if(autocvar_sv_defaultcharacter == 1) {
defaultskin = 0;
if(teams_matter)
if(defaultmodel == "")
{
- defaultmodel = cvar_string("sv_defaultplayermodel");
- defaultskin = cvar("sv_defaultplayerskin");
+ defaultmodel = autocvar_sv_defaultplayermodel;
+ defaultskin = autocvar_sv_defaultplayerskin;
}
}
self.species = player_getspecies(); // model or skin has changed
if(!teams_matter)
- if(strlen(cvar_string("sv_defaultplayercolors")))
- if(self.clientcolors != stof(cvar_string("sv_defaultplayercolors")))
- setcolor(self, stof(cvar_string("sv_defaultplayercolors")));
+ if(strlen(autocvar_sv_defaultplayercolors))
+ if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
+ setcolor(self, stof(autocvar_sv_defaultplayercolors));
}
void PlayerTouchExplode(entity p1, entity p2)
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if(cvar("g_playerclip_collisions"))
+ if(autocvar_g_playerclip_collisions)
self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
- if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
+ if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
self.frags = FRAGS_PLAYER;
if(independent_players)
self.effects = 0;
self.air_finished = time + 12;
self.dmg = 2;
- if(cvar("g_balance_nex_charge"))
+ if(autocvar_g_balance_nex_charge)
{
- if(cvar("g_balance_nex_secondary_chargepool"))
+ if(autocvar_g_balance_nex_secondary_chargepool)
self.nex_chargepool_ammo = 1;
- self.nex_charge = cvar("g_balance_nex_charge_start");
+ self.nex_charge = autocvar_g_balance_nex_charge_start;
}
if(inWarmupStage)
self.items = start_items;
self.jump_interval = time;
- self.spawnshieldtime = time + cvar("g_spawnshieldtime");
- self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
- self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
- self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
- self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
+ self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
+ self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
+ self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
+ self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
+ self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
//extend the pause of rotting if client was reset at the beginning of the countdown
- if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
+ if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
self.spawnshieldtime += game_starttime - time;
self.pauserotarmor_finished += game_starttime - time;
self.pauserothealth_finished += game_starttime - time;
self.nextthink = 0;
self.hook_time = 0;
self.dmg_team = 0;
- self.ballistics_density = cvar("g_ballistics_density_player");
+ self.ballistics_density = autocvar_g_ballistics_density_player;
self.metertime = 0;
CL_SpawnWeaponentity();
self.alpha = default_player_alpha;
- self.colormod = '1 1 1' * cvar("g_player_brightness");
+ self.colormod = '1 1 1' * autocvar_g_player_brightness;
self.exteriorweaponentity.alpha = default_weapon_alpha;
- self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
+ self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
self.lms_traveled_distance = 0;
self.speedrunning = FALSE;
race_PostSpawn(spot);
- if(cvar("spawn_debug"))
+ if(autocvar_spawn_debug)
{
sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
//stuffcmd(self, "chase_active 0");
//stuffcmd(self, "set viewsize $tmpviewsize \n");
- if (cvar("g_spawnsound"))
+ if (autocvar_g_spawnsound)
sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
if(g_assault) {
WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
- WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_campingrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
return TRUE;
}
void ClientInit_CheckUpdate()
{
self.nextthink = time;
- if(self.count != cvar("g_balance_armor_blockpercent"))
+ if(self.count != autocvar_g_balance_armor_blockpercent)
{
- self.count = cvar("g_balance_armor_blockpercent");
+ self.count = autocvar_g_balance_armor_blockpercent;
self.SendFlags |= 1;
}
- if(self.cnt != cvar("g_balance_weaponswitchdelay"))
+ if(self.cnt != autocvar_g_balance_weaponswitchdelay)
{
- self.cnt = cvar("g_balance_weaponswitchdelay");
+ self.cnt = autocvar_g_balance_weaponswitchdelay;
self.SendFlags |= 1;
}
- if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
+ if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
{
- self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
+ self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
self.SendFlags |= 1;
}
- if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
+ if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
{
- self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
+ self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
self.SendFlags |= 1;
}
- if(self.ebouncefactor != cvar("g_balance_electro_secondary_bouncefactor"))
+ if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
{
- self.ebouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
+ self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
self.SendFlags |= 1;
}
- if(self.ebouncestop != cvar("g_balance_electro_secondary_bouncestop"))
+ if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
{
- self.ebouncestop = cvar("g_balance_electro_secondary_bouncestop");
+ self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
self.SendFlags |= 1;
}
}
{
float killtime;
entity e;
- killtime = cvar("g_balance_kill_delay");
+ killtime = autocvar_g_balance_kill_delay;
if(g_race_qualifying)
killtime = 0;
stuffcmd(e, "\nin_bindmap 0 0\n");
if(g_race || g_cts)
stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
- if(cvar("g_antilag") == 3) // client side hitscan
+ if(autocvar_g_antilag == 3) // client side hitscan
stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
if(sv_gentle)
stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
/*
* we no longer need to stuff this. Remove this comment block if you feel
* 2.3 and higher (or was it 2.2.3?) don't need these any more
- stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
- stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
- stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
- stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
- stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
- stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
- stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
- stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
- stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
- stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
- stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
- stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
+ stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
+ stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
+ stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
+ stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
+ stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
+ stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
+ stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
+ stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
+ stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
+ stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
+ stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
+ stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
stuffcmd(e, "cl_movement_edgefriction 1\n");
*/
}
// dom_player_join_team(self);
// identify the right forced team
- if(PlayerInIDList(self, cvar_string("g_forced_team_red")))
+ if(PlayerInIDList(self, autocvar_g_forced_team_red))
self.team_forced = COLOR_TEAM1;
- else if(PlayerInIDList(self, cvar_string("g_forced_team_blue")))
+ else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
self.team_forced = COLOR_TEAM2;
- else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow")))
+ else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
self.team_forced = COLOR_TEAM3;
- else if(PlayerInIDList(self, cvar_string("g_forced_team_pink")))
+ else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
self.team_forced = COLOR_TEAM4;
- else if(cvar_string("g_forced_team_otherwise") == "red")
+ else if(autocvar_g_forced_team_otherwise == "red")
self.team_forced = COLOR_TEAM1;
- else if(cvar_string("g_forced_team_otherwise") == "blue")
+ else if(autocvar_g_forced_team_otherwise == "blue")
self.team_forced = COLOR_TEAM2;
- else if(cvar_string("g_forced_team_otherwise") == "yellow")
+ else if(autocvar_g_forced_team_otherwise == "yellow")
self.team_forced = COLOR_TEAM3;
- else if(cvar_string("g_forced_team_otherwise") == "pink")
+ else if(autocvar_g_forced_team_otherwise == "pink")
self.team_forced = COLOR_TEAM4;
- else if(cvar_string("g_forced_team_otherwise") == "spectate")
+ else if(autocvar_g_forced_team_otherwise == "spectate")
self.team_forced = -1;
- else if(cvar_string("g_forced_team_otherwise") == "spectator")
+ else if(autocvar_g_forced_team_otherwise == "spectator")
self.team_forced = -1;
else
self.team_forced = 0;
JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
- if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) {
+ if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
self.classname = "observer";
} else {
if(teams_matter)
{
- if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
+ if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
{
self.classname = "player";
campaign_bots_may_start = 1;
self.playerid = (playerid_last = playerid_last + 1);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
LogTeamchange(self.playerid, self.team, 1);
self.spectatortime = time;
if(blockSpectators)
{
- sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
+ sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
}
self.jointime = time;
- self.allowedTimeouts = cvar("sv_timeout_number");
+ self.allowedTimeouts = autocvar_sv_timeout_number;
if(clienttype(self) == CLIENTTYPE_REAL)
{
- if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
+ if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
stuffcmd(self, "cl_cmd settemp chase_active 1\n");
}
SoundEntity_Attach(self);
- if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
+ if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
{
self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
race_SendRankings(i, 0, 0, MSG_ONE);
}
}
- else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
+ else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
send_CSQC_teamnagger();
send_CSQC_cr_maxbullets(self);
if(self.entcs)
detach_entcs();
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":part:", ftos(self.playerid)));
bprint ("^4",self.netname);
bprint ("^4 disconnected\n");
.float oldcolormap;
void respawn(void)
{
- if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
+ if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
{
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
self.movetype = MOVETYPE_FLY;
- self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
- self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
+ self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
+ self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
self.effects |= EF_ADDITIVE;
self.oldcolormap = self.colormap;
self.colormap = 512;
pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
- if(cvar("g_respawn_ghosts_maxtime"))
- SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
+ if(autocvar_g_respawn_ghosts_maxtime)
+ SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
}
CopyBody(1);
* @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
*/
string getTimeoutText(float addOneSecond) {
- if (!cvar("sv_timeout") || !timeoutStatus)
+ if (!autocvar_sv_timeout || !timeoutStatus)
return "";
local string retStr;
if((self.items & IT_USING_JETPACK) && !self.deadflag)
{
- SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
+ SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
self.modelflags |= MF_ROCKET;
}
else
if (self.items & IT_INVINCIBLE)
{
play_countdown(self.invincible_finished, "misc/poweroff.wav");
- if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
+ if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
{
self.items = self.items - (self.items & IT_INVINCIBLE);
sprint(self, "^3Speed has worn off\n");
{
play_countdown(self.strength_finished, "misc/poweroff.wav");
self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
+ if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
{
self.items = self.items - (self.items & IT_STRENGTH);
sprint(self, "^3Strength has worn off\n");
{
play_countdown(self.invincible_finished, "misc/poweroff.wav");
self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
+ if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
{
self.items = self.items - (self.items & IT_INVINCIBLE);
sprint(self, "^3Shield has worn off\n");
}
}
- if(cvar("g_nodepthtestplayers"))
+ if(autocvar_g_nodepthtestplayers)
self.effects = self.effects | EF_NODEPTHTEST;
- if(cvar("g_fullbrightplayers"))
+ if(autocvar_g_fullbrightplayers)
self.effects = self.effects | EF_FULLBRIGHT;
// midair gamemode: damage only while in the air
// remaining hits in the same frame)
if (self.flags & FL_ONGROUND)
if (g_midair)
- self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
+ self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
if (time >= game_starttime)
if (time < self.spawnshieldtime)
void player_regen (void)
{
float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
- maxh = cvar("g_balance_health_rotstable");
- maxa = cvar("g_balance_armor_rotstable");
- maxf = cvar("g_balance_fuel_rotstable");
- minh = cvar("g_balance_health_regenstable");
- mina = cvar("g_balance_armor_regenstable");
- minf = cvar("g_balance_fuel_regenstable");
- limith = cvar("g_balance_health_limit");
- limita = cvar("g_balance_armor_limit");
- limitf = cvar("g_balance_fuel_limit");
+ maxh = autocvar_g_balance_health_rotstable;
+ maxa = autocvar_g_balance_armor_rotstable;
+ maxf = autocvar_g_balance_fuel_rotstable;
+ minh = autocvar_g_balance_health_regenstable;
+ mina = autocvar_g_balance_armor_regenstable;
+ minf = autocvar_g_balance_fuel_regenstable;
+ limith = autocvar_g_balance_health_limit;
+ limita = autocvar_g_balance_armor_limit;
+ limitf = autocvar_g_balance_fuel_limit;
max_mod = regen_mod = rot_mod = limit_mod = 1;
{
if (self.runes & CURSE_VENOM) // do we have both rune/curse?
{
- regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
- max_mod = cvar("g_balance_rune_regen_combo_hpmod");
- limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
+ regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
+ max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
+ limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
}
else
{
- regen_mod = cvar("g_balance_rune_regen_regenrate");
- max_mod = cvar("g_balance_rune_regen_hpmod");
- limit_mod = cvar("g_balance_rune_regen_limitmod");
+ regen_mod = autocvar_g_balance_rune_regen_regenrate;
+ max_mod = autocvar_g_balance_rune_regen_hpmod;
+ limit_mod = autocvar_g_balance_rune_regen_limitmod;
}
}
else if (self.runes & CURSE_VENOM)
{
- max_mod = cvar("g_balance_curse_venom_hpmod");
+ max_mod = autocvar_g_balance_curse_venom_hpmod;
if (self.runes & RUNE_REGEN) // do we have both rune/curse?
- rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
+ rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
else
- rot_mod = cvar("g_balance_curse_venom_rotrate");
- limit_mod = cvar("g_balance_curse_venom_limitmod");
+ rot_mod = autocvar_g_balance_curse_venom_rotrate;
+ limit_mod = autocvar_g_balance_curse_venom_limitmod;
//if (!self.runes & RUNE_REGEN)
- // rot_mod = cvar("g_balance_curse_venom_rotrate");
+ // rot_mod = autocvar_g_balance_curse_venom_rotrate;
}
maxh = maxh * max_mod;
//maxa = maxa * max_mod;
if(g_lms && g_ca)
rot_mod = 0;
- if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
+ if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
{
- self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
- self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
+ self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
+ self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
// if player rotted to death... die!
if(self.health < 1)
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
+ self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
}
float zoomstate_set;
void LeaveSpectatorMode()
{
if(isJoinAllowed()) {
- if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned")) || self.team_forced > 0) {
+ if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
self.classname = "player";
- if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
+ if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
JoinBestTeam(self, FALSE, TRUE);
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
campaign_bots_may_start = 1;
PutClientInServer();
if(self.classname == "player")
bprint ("^4", self.netname, "^4 is playing now\n");
- if(!cvar("g_campaign"))
+ if(!autocvar_g_campaign)
centerprint(self,""); // clear MOTD
return;
if(self.team_forced < 0)
return FALSE; // forced spectators can never join
- if (!cvar("g_maxplayers"))
+ if (!autocvar_g_maxplayers)
return TRUE;
local entity e;
if(e.classname == "player")
currentlyPlaying += 1;
}
- if(currentlyPlaying < cvar("g_maxplayers"))
+ if(currentlyPlaying < autocvar_g_maxplayers)
return TRUE;
return FALSE;
*/
void checkSpectatorBlock() {
if(self.classname == "spectator" || self.classname == "observer") {
- if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
+ if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
dropclient(self);
}
void PlayerPreThink (void)
{
self.stat_game_starttime = game_starttime;
- self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
- self.stat_leadlimit = cvar("leadlimit");
+ self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
+ self.stat_leadlimit = autocvar_leadlimit;
if(frametime)
{
if(self.netname_previous != self.netname)
{
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
if(self.netname_previous)
strunzone(self.netname_previous);
{
if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
{
- if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
+ if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
{
- dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
- sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
+ dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
+ sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
}
else
{
float r;
- r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
+ r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
if(r < 0)
{
- dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
- sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
+ dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
+ sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
}
else if(r > 0)
{
- dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
- sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
+ dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
+ sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
}
}
}
if(frametime)
{
- if(self.health <= 0 && cvar("g_deathglow"))
+ if(self.health <= 0 && autocvar_g_deathglow)
{
if(self.glowmod_x > 0)
- self.glowmod_x -= cvar("g_deathglow") * frametime;
+ self.glowmod_x -= autocvar_g_deathglow * frametime;
else
self.glowmod_x = -1;
if(self.glowmod_y > 0)
- self.glowmod_y -= cvar("g_deathglow") * frametime;
+ self.glowmod_y -= autocvar_g_deathglow * frametime;
else
self.glowmod_y = -1;
if(self.glowmod_z > 0)
- self.glowmod_z -= cvar("g_deathglow") * frametime;
+ self.glowmod_z -= autocvar_g_deathglow * frametime;
else
self.glowmod_z = -1;
}
if(frametime)
player_anim();
button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
- force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
+ force_respawn = (g_lms || (g_ca) || autocvar_g_forced_respawn);
if (self.deadflag == DEAD_DYING)
{
if(force_respawn)
}
}
- if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
+ if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
{
vector dist;
dist_z = 0;
self.lms_traveled_distance += fabs(vlen(dist));
- if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
+ if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
{
- self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
+ self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
self.lms_traveled_distance = 0;
}
if(time > self.lms_nextcheck)
{
//sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
- if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
+ if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
{
- centerprint(self, cvar_string("g_lms_campcheck_message"));
+ centerprint(self, autocvar_g_lms_campcheck_message);
// FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
// I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
- Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
+ Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
}
- self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
+ self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
self.lms_traveled_distance = 0;
}
}
player_regen();
// rot nex charge to the charge limit
- if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time)
- self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
+ if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
+ self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
if(frametime)
player_anim();
if(g_nexball)
nexball_setstatus();
- self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
+ self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
} else if(gameover) {
}
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
+ SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && autocvar_g_balance_campingrifle_secondary == 0));
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;
case 32: // space
break;
case 192: // charmap space
- if (!cvar("utf8_enable"))
+ if (!autocvar_utf8_enable)
break;
return FALSE;
case 160: // space in unicode fonts
case 0xE000 + 192: // utf8 charmap space
- if (cvar("utf8_enable"))
+ if (autocvar_utf8_enable)
break;
default:
return FALSE;
//pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
if(self.waypointsprite_attachedforcarrier)
- WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
+ WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
- if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
+ if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
{
if(!self.showheadshotbbox)
{
}
else if(imp >= 103 && imp <= 107)
{
- if(cvar("g_waypointeditor"))
+ if(autocvar_g_waypointeditor)
{
switch(imp)
{
doublejump = TRUE;
}
- mjumpheight = cvar("sv_jumpvelocity");
+ mjumpheight = autocvar_sv_jumpvelocity;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
if (self.watertype == CONTENT_WATER)
return;
}
- if (cvar("g_multijump"))
+ if (autocvar_g_multijump)
{
if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
self.multijump_ready = FALSE;
}
- if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+ if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
{
// doublejump = FALSE; // checked above in the if
- if (cvar("g_multijump") > 0)
+ if (autocvar_g_multijump > 0)
{
- if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
+ if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
{
if (self.velocity_z < mjumpheight)
{
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
- if(cvar_string("sv_jumpspeedcap_min") != "")
+ if(autocvar_sv_jumpspeedcap_min != "")
{
float minjumpspeed;
- minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
+ minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
if (self.velocity_z < minjumpspeed)
mjumpheight += minjumpspeed - self.velocity_z;
}
- if(cvar_string("sv_jumpspeedcap_max") != "")
+ if(autocvar_sv_jumpspeedcap_max != "")
{
// don't do jump speedcaps on ramps to preserve old xonotic ramjump style
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
- if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
+ if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
{
float maxjumpspeed;
- maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
+ maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
if (self.velocity_z > maxjumpspeed)
mjumpheight -= self.velocity_z - maxjumpspeed;
if(!(self.lastflags & FL_ONGROUND))
{
- if(cvar("speedmeter"))
+ if(autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
if(self.lastground < time - 0.3)
{
- self.velocity_x *= (1 - cvar("sv_friction_on_land"));
- self.velocity_y *= (1 - cvar("sv_friction_on_land"));
+ self.velocity_x *= (1 - autocvar_sv_friction_on_land);
+ self.velocity_y *= (1 - autocvar_sv_friction_on_land);
}
if(self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
if(speedclamp)
accelqw = -accelqw;
- if(cvar("sv_gameplayfix_q2airaccelerate"))
+ if(autocvar_sv_gameplayfix_q2airaccelerate)
wishspeed0 = wishspeed;
vel_straight = self.velocity * wishdir;
maxspd_mod = 1;
if(g_minstagib && (self.items & IT_INVINCIBLE))
- maxspd_mod *= cvar("g_minstagib_speed_highspeed");
+ maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
if(self.ballcarried)
if(g_nexball)
- maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed");
+ maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
else if(g_keepaway)
- maxspd_mod *= cvar("g_keepaway_ballcarrier_highspeed");
+ maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
if(g_runematch)
{
if(self.runes & RUNE_SPEED)
{
if(self.runes & CURSE_SLOW)
- maxspd_mod *= cvar("g_balance_rune_speed_combo_highspeed");
+ maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
else
- maxspd_mod *= cvar("g_balance_rune_speed_highspeed");
+ maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
}
else if(self.runes & CURSE_SLOW)
{
- maxspd_mod *= cvar("g_balance_curse_slow_highspeed");
+ maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
}
}
maxspd_mod *= autocvar_g_movement_highspeed;
self.v_angle_old = self.v_angle;
if(time < self.nickspamtime)
- if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
+ if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
self.movement = -1 * self.movement;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
- if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
+ if(self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
self.angles_x = random() * 360;
self.angles_y = random() * 360;
not_allowed_to_move = 0;
if(self.race_penalty)
not_allowed_to_move = 1;
- if(!cvar("sv_ready_restart_after_countdown"))
+ if(!autocvar_sv_ready_restart_after_countdown)
if(time < game_starttime)
not_allowed_to_move = 1;
if(self.classname != "player")
{
- maxspd_mod = cvar("sv_spectator_speed_multiplier");
+ maxspd_mod = autocvar_sv_spectator_speed_multiplier;
if(!self.spectatorspeed)
self.spectatorspeed = maxspd_mod;
if(self.impulse && self.impulse <= 19)
{
if(self.flags & FL_ONGROUND)
{
- if (cvar("g_multijump") > 0)
+ if (autocvar_g_multijump > 0)
self.multijump_count = 0;
else
self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
}
}
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
+ else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
{
//makevectors(self.v_angle_y * '0 1 0');
makevectors(self.v_angle);
// it is now normalized, so...
float a_side, a_up, a_add, a_diff;
- a_side = cvar("g_jetpack_acceleration_side");
- a_up = cvar("g_jetpack_acceleration_up");
- a_add = cvar("g_jetpack_antigravity") * autocvar_sv_gravity;
+ a_side = autocvar_g_jetpack_acceleration_side;
+ a_up = autocvar_g_jetpack_acceleration_up;
+ a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
wishvel_x *= a_side;
wishvel_y *= a_side;
//print("best possible acceleration: ", ftos(best), "\n");
float fxy, fz;
- fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
+ fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
if(wishvel_z - autocvar_sv_gravity > 0)
- fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
+ fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
else
- fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
+ fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
float fvel;
fvel = vlen(wishvel);
wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
fvel = min(1, vlen(wishvel) / best);
- if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
- f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
+ if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
else
f = 1;
{
self.velocity = self.velocity + wishvel * f * frametime;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
+ self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
self.flags &~= FL_ONGROUND;
self.items |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
}
else if (self.flags & FL_ONGROUND)
if(!(self.lastflags & FL_ONGROUND))
{
- if(cvar("speedmeter"))
+ if(autocvar_speedmeter)
dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
if(self.lastground < time - 0.3)
- self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
+ self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
if(self.jumppadcount > 1)
dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
self.jumppadcount = 0;
float xyspeed;
xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed"))
+ if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
- f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
+ xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
+ f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
// add the extra charge
- self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
+ self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
}
:end
if(self.flags & FL_ONGROUND)
void WeaponStats_Init()
{
- if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
+ if(autocvar_sv_weaponstats_killfile != "" || autocvar_sv_weaponstats_damagefile != "")
weaponstats_buffer = buf_create();
else
weaponstats_buffer = -1;
string prefix;
if(weaponstats_buffer < 0)
return;
- prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
- if(cvar_string("sv_weaponstats_killfile") != "")
+ prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
+ if(autocvar_sv_weaponstats_killfile != "")
{
- fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
+ fh = fopen(autocvar_sv_weaponstats_killfile, FILE_APPEND);
if(fh >= 0)
{
fputs(fh, "#begin killfile\n");
print("Weapon kill stats written\n");
}
}
- if(cvar_string("sv_weaponstats_damagefile") != "")
+ if(autocvar_sv_weaponstats_damagefile != "")
{
- fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
+ fh = fopen(autocvar_sv_weaponstats_damagefile, FILE_APPEND);
if(fh >= 0)
{
fputs(fh, "#begin damagefile\n");
// damage resistance (ignore most of the damage from a bullet or similar)
damage = max(damage - 5, 1);
- v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
take = v_x;
save = v_y;
self.armorvalue = self.armorvalue - save;
self.health = self.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
}
self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
if (!g_minstagib)
{
- v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
take = v_x;
save = v_y;
}
self.armorvalue = self.armorvalue - save;
self.health = self.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
+ if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
else if(attacker.classname == "player" || attacker.classname == "gib")
{
self.pusher = attacker;
- self.pushltime = time + cvar("g_maxpushtime");
+ self.pushltime = time + autocvar_g_maxpushtime;
}
else if(time < self.pushltime)
{
self.movetype = MOVETYPE_TOSS;
// shootable corpse
self.solid = SOLID_CORPSE;
- self.ballistics_density = cvar("g_ballistics_density_corpse");
+ self.ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
self.flags &~= FL_ONGROUND;
// dying animation
waves = 0;
sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
if(!sdelay)
- sdelay = cvar("g_respawn_delay");
+ sdelay = autocvar_g_respawn_delay;
waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
if(!waves)
- waves = cvar("g_respawn_waves");
+ waves = autocvar_g_respawn_waves;
if(waves)
self.death_time = ceil((time + sdelay) / waves) * waves;
else
if(defer_ClientKill_Now_TeamChange)
ClientKill_Now_TeamChange();
- if(sv_gentle > 0 || cvar("ekg")) {
+ if(sv_gentle > 0 || autocvar_ekg) {
// remove corpse
PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
}
selected = world;
selected_score = 0.95; // 18 degrees
- if(!cvar("sv_allow_shownames"))
+ if(!autocvar_sv_allow_shownames)
return;
if(clienttype(self) != CLIENTTYPE_REAL)
}
*/
- if(cvar("g_chat_teamcolors"))
+ if(autocvar_g_chat_teamcolors)
namestr = playername(source);
else
namestr = source.netname;
privatemsgprefixlen = strlen(msgstr);
msgstr = strcat(msgstr, msgin);
cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
- if(cvar("g_chat_teamcolors"))
+ if(autocvar_g_chat_teamcolors)
privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
else
privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
float lines;
if(privatesay)
{
- flood_spl = cvar("g_chat_flood_spl_tell");
- flood_burst = cvar("g_chat_flood_burst_tell");
- flood_lmax = cvar("g_chat_flood_lmax_tell");
+ flood_spl = autocvar_g_chat_flood_spl_tell;
+ flood_burst = autocvar_g_chat_flood_burst_tell;
+ flood_lmax = autocvar_g_chat_flood_lmax_tell;
flood_field = floodcontrol_chattell;
}
else if(teamsay)
{
- flood_spl = cvar("g_chat_flood_spl_team");
- flood_burst = cvar("g_chat_flood_burst_team");
- flood_lmax = cvar("g_chat_flood_lmax_team");
+ flood_spl = autocvar_g_chat_flood_spl_team;
+ flood_burst = autocvar_g_chat_flood_burst_team;
+ flood_lmax = autocvar_g_chat_flood_lmax_team;
flood_field = floodcontrol_chatteam;
}
else
{
- flood_spl = cvar("g_chat_flood_spl");
- flood_burst = cvar("g_chat_flood_burst");
- flood_lmax = cvar("g_chat_flood_lmax");
+ flood_spl = autocvar_g_chat_flood_spl;
+ flood_burst = autocvar_g_chat_flood_burst;
+ flood_lmax = autocvar_g_chat_flood_lmax;
flood_field = floodcontrol_chat;
}
flood_burst = max(0, flood_burst - 1);
if(flood == 2) // cannot happen for empty msgstr
{
- if(cvar("g_chat_flood_notify_flooder"))
+ if(autocvar_g_chat_flood_notify_flooder)
{
sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
sourcecmsgstr = "";
if(!privatesay)
if(source.classname != "player")
{
- if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
+ if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
teamsay = -1; // spectators
}
}
else if(flood == 1)
{
- if(cvar("g_chat_flood_notify_flooder"))
+ if(autocvar_g_chat_flood_notify_flooder)
{
sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
ret = 0;
return;
if (g_nexball && w == WEP_GRENADE_LAUNCHER)
return;
- if (!cvar("g_pickup_items"))
+ if (!autocvar_g_pickup_items)
return;
if (g_ca)
return;
- if(!cvar("g_weapon_throwable"))
+ if(!autocvar_g_weapon_throwable)
return;
- if(cvar("g_weapon_stay") == 1)
+ if(autocvar_g_weapon_stay == 1)
return;
if(!W_IsWeaponThrowable(w))
return;
if (frametime)
self.weapon_frametime = frametime;
- if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
+ if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
if(g_freezetag && self.freezetag_frozen == 1)
weapon_action(self.switchweapon, WR_SETUP);
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
else if (self.weaponentity.state == WS_READY)
sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
#ifndef INDEPENDENT_ATTACK_FINISHED
}
if(self.runes & RUNE_SPEED)
{
if(self.runes & CURSE_SLOW)
- t = t * cvar("g_balance_rune_speed_combo_atkrate");
+ t = t * autocvar_g_balance_rune_speed_combo_atkrate;
else
- t = t * cvar("g_balance_rune_speed_atkrate");
+ t = t * autocvar_g_balance_rune_speed_atkrate;
}
else if(self.runes & CURSE_SLOW)
{
- t = t * cvar("g_balance_curse_slow_atkrate");
+ t = t * autocvar_g_balance_curse_slow_atkrate;
}
}
if (antilag)
if (!ent.cvar_cl_noantilag)
{
- if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
if (!trace_ent.takedamage)
}
}
}
- else if(cvar("g_antilag") == 3) // client side hitscan
+ else if(autocvar_g_antilag == 3) // client side hitscan
{
// this part MUST use prydon cursor
if (ent.cursor_trace_ent) // client was aiming at someone
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
if(
- (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+ (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
||
- (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+ (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
f = 0;
if (self.state == WS_RAISE && !intermission_running)
{
- f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
}
else if (self.state == WS_DROP && !intermission_running)
{
- f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
- if(cvar("g_showweaponspawns"))
+ if(autocvar_g_showweaponspawns)
{
entity e;
string s;
void weapon_setup(float windex)
{
entity e;
- qcweaponanimation = cvar("sv_qcweaponanimation");
+ qcweaponanimation = autocvar_sv_qcweaponanimation;
e = get_weaponinfo(windex);
self.items &~= IT_AMMO;
self.items = self.items | e.items;
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
- nstyle = cvar("g_projectiles_newton_style");
+ nstyle = autocvar_g_projectiles_newton_style;
if(nstyle == 0 || forceAbsolute)
{
// absolute velocity
//dprint("impossible shot, adjusting\n");
}
- outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
+ outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
outvelocity = mdirection * outspeed;
}
else if(nstyle == 3)
spread *= g_weaponspreadfactor;
if(spread <= 0)
return forward;
- sstyle = cvar("g_projectiles_spread_style");
+ sstyle = autocvar_g_projectiles_spread_style;
if(sstyle == 0)
{
dir = normalize(dir);
#if 0
- if(cvar("g_projectiles_spread_style") != mspercallsstyle)
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
{
mspercallsum = mspercallcount = 0;
- mspercallsstyle = cvar("g_projectiles_spread_style");
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
}
mspercallsum -= gettime(GETTIME_HIRES);
#endif
} else {
self.version = stof(argv(1));
}
- if(self.version != cvar("gameversion"))
+ if(self.version != autocvar_gameversion)
{
self.classname = "observer";
self.version_mismatch = 1;
PutClientInServer();
- } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
+ } else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force) {
//JoinBestTeam(self, FALSE, TRUE);
- } else if(teams_matter && !cvar("sv_spectate") && !(self.team_forced > 0)) {
+ } else if(teams_matter && !autocvar_sv_spectate && !(self.team_forced > 0)) {
self.classname = "observer";
stuffcmd(self,"menu_showteamselect\n");
}
return;
}
}
- if(self.classname == "player" && cvar("sv_spectate") == 1) {
+ if(self.classname == "player" && autocvar_sv_spectate == 1) {
if(self.flagcarried)
DropFlag(self.flagcarried, world, world);
if(self.ballcarried && g_nexball)
if(g_ca)
self.caplayer = 0;
if(blockSpectators)
- sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
+ sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
PutClientInServer();
}
} else if(cmd == "join") {
PlayerScore_Clear(self);
bprint ("^4", self.netname, "^4 is playing now\n");
PutClientInServer();
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
campaign_bots_may_start = 1;
}
else {
return;
if( !teams_matter ) {
sprint( self, "selectteam can only be used in teamgames\n");
- } else if(cvar("g_campaign")) {
+ } else if(autocvar_g_campaign) {
//JoinBestTeam(self, 0);
} else if(self.team_forced > 0) {
sprint( self, "selectteam can not be used as your team is forced\n");
return;
if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
- || cvar("sv_ready_restart") || g_race_qualifying == 2)
+ || autocvar_sv_ready_restart || g_race_qualifying == 2)
{
- if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
+ if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable)
{
if (self.ready) // toggle
{
} else if(cmd == "timeout") {
if not(self.flags & FL_CLIENT)
return;
- if(cvar("sv_timeout")) {
+ if(autocvar_sv_timeout) {
if(self.classname == "player") {
if(votecalled)
sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
} else if(cmd == "timein") {
if not(self.flags & FL_CLIENT)
return;
- if(cvar("sv_timeout")) {
+ if(autocvar_sv_timeout) {
evaluateTimein();
}
} else if(cmd == "teamstatus") {
if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
if(cmd == "name" || cmd == "playermodel") // TODO also playerskin and color?
{
- if(self.nickspamtime == 0 || time > self.nickspamtime + cvar("g_nick_flood_timeout"))
+ if(self.nickspamtime == 0 || time > self.nickspamtime + autocvar_g_nick_flood_timeout)
// good, no serious flood
self.nickspamcount = 1;
else
self.nickspamcount += 1;
- self.nickspamtime = time + cvar("g_nick_flood_penalty");
+ self.nickspamtime = time + autocvar_g_nick_flood_penalty;
if (timeoutStatus == 2) //when game is paused, no flood protection
self.nickspamcount = self.nickspamtime = 0;
if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
//we have to decrease timelimit to its original value again!!
float newTL;
- newTL = cvar("timelimit");
- newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
+ newTL = autocvar_timelimit;
+ newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime;
cvar_set("timelimit", ftos(newTL));
}
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
- if(cvar("teamplay_lockonrestart") && teams_matter) {
+ if(autocvar_teamplay_lockonrestart && teams_matter) {
lockteams = 1;
bprint("^1The teams are now locked.\n");
}
//initiate the restart-countdown-announcer entity
- if(cvar("sv_ready_restart_after_countdown") && !g_ca && !g_arena)
+ if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena)
{
restartTimer = spawn();
restartTimer.think = restartTimer_Think;
}
//after a restart every players number of allowed timeouts gets reset, too
- if(cvar("sv_timeout"))
+ if(autocvar_sv_timeout)
{
FOR_EACH_REALPLAYER(e)
- e.allowedTimeouts = cvar("sv_timeout_number");
+ e.allowedTimeouts = autocvar_sv_timeout_number;
}
//reset map immediately if this cvar is not set
- if (!cvar("sv_ready_restart_after_countdown"))
+ if (!autocvar_sv_ready_restart_after_countdown)
reset_map(TRUE);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":restart");
}
// reset ALL scores, but only do that at the beginning
//of the countdown if sv_ready_restart_after_countdown is off!
//Otherwise scores could be manipulated during the countdown!
- if (!cvar("sv_ready_restart_after_countdown"))
+ if (!autocvar_sv_ready_restart_after_countdown)
Score_ClearAll();
}
return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
if (timeoutStatus != 2) {
//if the map uses a timelimit make sure that timeout cannot be called right before the map ends
- if (cvar("timelimit")) {
+ if (autocvar_timelimit) {
//a timelimit was used
local float myTl;
- myTl = cvar("timelimit");
+ myTl = autocvar_timelimit;
local float lastPossibleTimeout;
- lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
+ lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
if (lastPossibleTimeout < time - game_starttime)
return sprint(self, "^7Error: It is too late to call a timeout now!\n");
//now all required checks are passed
self.allowedTimeouts -= 1;
bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
- remainingTimeoutTime = cvar("sv_timeout_length");
- remainingLeadTime = cvar("sv_timeout_leadtime");
+ remainingTimeoutTime = autocvar_sv_timeout_length;
+ remainingLeadTime = autocvar_sv_timeout_leadtime;
timeoutInitiator = self;
if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
timeoutStatus = 1;
}
else if (timeoutStatus == 2) {
//only shorten the remainingTimeoutTime if it makes sense
- if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
+ if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
- remainingTimeoutTime = cvar("sv_timeout_resumetime");
+ remainingTimeoutTime = autocvar_sv_timeout_resumetime;
timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
}
else
WriteByte(MSG_ONE, 3); // svc_updatestat
WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
if(t < 0)
- WriteCoord(MSG_ONE, cvar("timelimit"));
+ WriteCoord(MSG_ONE, autocvar_timelimit);
else
WriteCoord(MSG_ONE, (t + 1) / 60);
}
void LogCTF(string mode, float flagteam, entity actor)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":ctf:", mode);
s = strcat(s, ":", ftos(flagteam));
sound (self, CHAN_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
setattachment(e, world, "");
- e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
+ e.damageforcescale = autocvar_g_balance_ctf_damageforcescale;
e.takedamage = DAMAGE_YES;
if (p.flagcarried == e)
setorigin(e, p.origin - '0 0 24' + '0 0 37');
e.cnt = FLAG_DROPPED;
e.velocity = '0 0 300';
- e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
+ e.pain_finished = time + autocvar_g_ctf_flag_returntime;//30;
trace_startsolid = FALSE;
tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
return;
}
- if(cvar("g_ctf_allow_drop"))
+ if(autocvar_g_ctf_allow_drop)
if(e.BUTTON_USE)
DropFlag(self, e, world);
};
{
return;
}
- if(cvar("g_ctf_captimerecord_always") || player_count - currentbots <= 1) // at most one human
+ if(autocvar_g_ctf_captimerecord_always || player_count - currentbots <= 1) // at most one human
{
t = time - other.flagcarried.flagpickuptime;
s = ftos_decimals(t, 2);
// give credit to the individual player
UpdateFrags(other, ctf_score_value("score_capture"));
- if (cvar("g_ctf_flag_capture_effects")) {
+ if (autocvar_g_ctf_flag_capture_effects) {
if (other.team == COLOR_TEAM1) { // red team scores effect
pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
flag_cap_ring_spawn(self.origin);
if (other.next_take_time > time)
return;
- if (cvar("g_ctf_flag_pickup_effects")) // pickup effect
+ if (autocvar_g_ctf_flag_pickup_effects) // pickup effect
pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
// pick up
sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
ReturnFlag(self);
}
- else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_balance_ctf_delay_collect")))
+ else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect))
{
if(self.waypointsprite_attachedforcarrier)
WaypointSprite_DetachCarrier(self);
- if (cvar("g_ctf_flag_pickup_effects")) // field pickup effect
+ if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
// pick up
//bprint(other.netname, "^7 picked up the ", self.netname, "\n");
float f;
- f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
+ f = bound(0, (self.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
//print("factor is ", ftos(f), "\n");
f = ctf_score_value("score_pickup_dropped_late") * (1-f)
+ ctf_score_value("score_pickup_dropped_early") * f;
{ // Check CTF Item Flag Post Spawn
// Flag Glow Trail Support
- if(cvar("g_ctf_flag_glowtrails"))
+ if(autocvar_g_ctf_flag_glowtrails)
{ // Provide Flag Glow Trail
if(self.team == COLOR_TEAM1)
// Red
}
self.netname = "^1RED^7 flag";
self.target = "###item###";
- self.skin = cvar("g_ctf_flag_red_skin");
+ self.skin = autocvar_g_ctf_flag_red_skin;
if(self.spawnflags & 1)
self.noalign = 1;
if (!self.model)
- self.model = cvar_string("g_ctf_flag_red_model");
+ self.model = autocvar_g_ctf_flag_red_model;
if (!self.noise)
self.noise = "ctf/red_taken.wav";
if (!self.noise1)
// self.glow_size = 50;
self.effects = self.effects | EF_LOWPRECISION;
- if(cvar("g_ctf_fullbrightflags"))
+ if(autocvar_g_ctf_fullbrightflags)
self.effects |= EF_FULLBRIGHT;
- if(cvar("g_ctf_dynamiclights"))
+ if(autocvar_g_ctf_dynamiclights)
self.effects |= EF_RED;
// From Spidflisk
}
self.netname = "^4BLUE^7 flag";
self.target = "###item###";
- self.skin = cvar("g_ctf_flag_blue_skin");
+ self.skin = autocvar_g_ctf_flag_blue_skin;
if(self.spawnflags & 1)
self.noalign = 1;
if (!self.model)
- self.model = cvar_string("g_ctf_flag_blue_model");
+ self.model = autocvar_g_ctf_flag_blue_model;
if (!self.noise)
self.noise = "ctf/blue_taken.wav";
if (!self.noise1)
// self.glow_size = 50;
self.effects = self.effects | EF_LOWPRECISION;
- if(cvar("g_ctf_fullbrightflags"))
+ if(autocvar_g_ctf_fullbrightflags)
self.effects |= EF_FULLBRIGHT;
- if(cvar("g_ctf_dynamiclights"))
+ if(autocvar_g_ctf_dynamiclights)
self.effects |= EF_BLUE;
// From Spidflisk
InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
- captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
- captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
- captureshield_force = cvar("g_ctf_shield_force");
+ captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
+ captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
+ captureshield_force = autocvar_g_ctf_shield_force;
};
void ctf_setstatus2(entity flag, float shift)
//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
#define TIMEOUT_SLOWMO_VALUE 0.0001
-float sys_frametime; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
+float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
.float allowedTimeouts; // contains the number of allowed timeouts for each player
entity timeoutInitiator; // contains the entity of the player who started the last timeout
-float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
+float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
void timeoutHandler_Think();
void LogDom(string mode, float team_before, entity actor)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":dom:", mode);
s = strcat(s, ":", ftos(team_before));
//bprint("\n");
float points, wait_time;
- if (cvar("g_domination_point_amt"))
- points = cvar("g_domination_point_amt");
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
else
points = self.frags;
- if (cvar("g_domination_point_rate"))
- wait_time = cvar("g_domination_point_rate");
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
else
wait_time = self.wait;
if (head.noise1 != "")
play2all(head.noise1);
- //self.nextthink = time + cvar("g_domination_point_rate");
+ //self.nextthink = time + autocvar_g_domination_point_rate;
//self.think = dompointthink;
self.delay = time + wait_time;
if (gameover || self.delay > time || time < game_starttime) // game has ended, don't keep giving points
return;
- if(cvar("g_domination_point_rate"))
- self.delay = time + cvar("g_domination_point_rate");
+ if(autocvar_g_domination_point_rate)
+ self.delay = time + autocvar_g_domination_point_rate;
else
self.delay = time + self.wait;
// NOTE: this defaults to 0
if (self.goalentity.netname != "")
{
- if(cvar("g_domination_point_amt"))
- fragamt = cvar("g_domination_point_amt");
+ if(autocvar_g_domination_point_amt)
+ fragamt = autocvar_g_domination_point_amt;
else
fragamt = self.DOMPOINTFRAGS;
TeamScore_AddToTeam(self.goalentity.team, ST_SCORE, fragamt);
void spawnfunc_dom_team()
{
- if(!g_domination || cvar("g_domination_teams_override") >= 2)
+ if(!g_domination || autocvar_g_domination_teams_override >= 2)
{
remove(self);
return;
float c1, c2, c3, c4, totalteams, smallestteam, smallestteam_count, selectedteam;
float balance_teams, force_balance, balance_type;
- balance_teams = cvar("g_balance_teams");
- balance_teams = cvar("g_balance_teams_force");
+ balance_teams = autocvar_g_balance_teams;
+ balance_teams = autocvar_g_balance_teams_force;
c1 = c2 = c3 = c4 = -1;
totalteams = 0;
//if(!self.glow_size)
// self.glow_size = cvar("g_domination_point_glow");
self.effects = self.effects | EF_LOWPRECISION;
- if (cvar("g_domination_point_fullbright"))
+ if (autocvar_g_domination_point_fullbright)
self.effects |= EF_FULLBRIGHT;
};
void dom_spawnteams()
{
float numteams;
- if(cvar("g_domination_teams_override") < 2)
- numteams = cvar("g_domination_default_teams");
+ if(autocvar_g_domination_teams_override < 2)
+ numteams = autocvar_g_domination_default_teams;
else
- numteams = cvar("g_domination_teams_override");
+ numteams = autocvar_g_domination_teams_override;
// LordHavoc: edit this if you want to change defaults
dom_spawnteam("Red", COLOR_TEAM1-1, "models/domination/dom_red.md3", 0, "domination/claim.wav", "", "Red team has captured a control point");
dom_spawnteam("Blue", COLOR_TEAM2-1, "models/domination/dom_blue.md3", 0, "domination/claim.wav", "", "Blue team has captured a control point");
local entity head;
// if no teams are found, spawn defaults, if custom teams are set, use them
- if (find(world, classname, "dom_team") == world || cvar("g_domination_teams_override") >= 2)
+ if (find(world, classname, "dom_team") == world || autocvar_g_domination_teams_override >= 2)
dom_spawnteams();
// if no control points are found, spawn defaults
if (find(world, classname, "dom_controlpoint") == world)
PlayerScore_Add(targ, SP_DEATHS, 1);
if(g_arena || g_ca)
- if(cvar("g_arena_roundbased"))
+ if(autocvar_g_arena_roundbased)
return;
if(targ != attacker) // not for suicides
void LogDeath(string mode, float deathtype, entity killer, entity killed)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":kill:", mode);
s = strcat(s, ":", ftos(killer.playerid));
Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
}
- if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
+ if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
} else {
{
if(targ.classname == "player" && targ.deadflag == DEAD_NO)
{
- teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
+ teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
attacker.dmg_team = attacker.dmg_team + damage;
if(attacker.dmg_team > teamdamage0 && !g_ca)
- mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
- mirrorforce = cvar("g_mirrordamage") * vlen(force);
+ mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
+ mirrorforce = autocvar_g_mirrordamage * vlen(force);
if(g_minstagib)
{
- if(cvar("g_friendlyfire") == 0)
+ if(autocvar_g_friendlyfire == 0)
damage = 0;
}
else if(g_ca)
damage = 0;
else
- damage = cvar("g_friendlyfire") * damage;
+ damage = autocvar_g_friendlyfire * damage;
// mirrordamage will be used LATER
}
else
if(attacker.classname == "player")
if(attacker != targ)
{
- targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
- attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
+ targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
+ attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
}
if(targ.classname == "player")
{
if(targ == attacker)
{
- damage = damage * cvar("g_balance_powerup_strength_selfdamage");
- force = force * cvar("g_balance_powerup_strength_selfforce");
+ damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+ force = force * autocvar_g_balance_powerup_strength_selfforce;
}
else
{
- damage = damage * cvar("g_balance_powerup_strength_damage");
- force = force * cvar("g_balance_powerup_strength_force");
+ damage = damage * autocvar_g_balance_powerup_strength_damage;
+ force = force * autocvar_g_balance_powerup_strength_force;
}
}
// apply invincibility multiplier
if (targ.items & IT_INVINCIBLE && !g_minstagib)
- damage = damage * cvar("g_balance_powerup_invincible_takedamage");
+ damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
if (targ == attacker)
{
- if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
+ if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
damage = 0;
else
- damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
+ damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
}
// CTF: reduce damage/force
if(targ == attacker)
if(targ.flagcarried)
{
- damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
- force = force * cvar("g_ctf_flagcarrier_selfforce");
+ damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
+ force = force * autocvar_g_ctf_flagcarrier_selfforce;
}
if(g_runematch)
{
if(attacker.runes & CURSE_WEAK) // have both curse & rune
{
- damage = damage * cvar("g_balance_rune_strength_combo_damage");
- force = force * cvar("g_balance_rune_strength_combo_force");
+ damage = damage * autocvar_g_balance_rune_strength_combo_damage;
+ force = force * autocvar_g_balance_rune_strength_combo_force;
}
else
{
- damage = damage * cvar("g_balance_rune_strength_damage");
- force = force * cvar("g_balance_rune_strength_force");
+ damage = damage * autocvar_g_balance_rune_strength_damage;
+ force = force * autocvar_g_balance_rune_strength_force;
}
}
else if (attacker.runes & CURSE_WEAK)
{
- damage = damage * cvar("g_balance_curse_weak_damage");
- force = force * cvar("g_balance_curse_weak_force");
+ damage = damage * autocvar_g_balance_curse_weak_damage;
+ force = force * autocvar_g_balance_curse_weak_force;
}
// apply defense rune
if (targ.runes & RUNE_DEFENSE)
{
if (targ.runes & CURSE_VULNER) // have both curse & rune
- damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
+ damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
else
- damage = damage * cvar("g_balance_rune_defense_takedamage");
+ damage = damage * autocvar_g_balance_rune_defense_takedamage;
}
else if (targ.runes & CURSE_VULNER)
- damage = damage * cvar("g_balance_curse_vulner_takedamage");
+ damage = damage * autocvar_g_balance_curse_vulner_takedamage;
}
// count the damage
{
if(damage > 0)
{
- if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
+ if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && autocvar_g_balance_electro_lightning || attacker.weapon == WEP_LASER) && attacker.prevhitsound + autocvar_sv_hitsound_antispam_time < time))
{
if(targ.BUTTON_CHAT)
attacker.typehitsound += 1;
headshot = 1;
}
if(g_ca)
- PlayerScore_Add(attacker, SP_SCORE, damage * cvar("g_ca_damage2score_multiplier"));
+ PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
}
}
else
// apply vampire rune
if (attacker.runes & CURSE_EMPATHY) // have the curse too
{
- //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
+ //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
attacker.health = bound(
- cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
- attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
- cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
+ autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
+ attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
+ autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
}
else
{
- //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
+ //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
attacker.health = bound(
attacker.health, // LA: was 3, but changed so that you can't lose health
// empathy won't let you gain health in the same way...
- attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
- cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
+ attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
+ autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
}
}
// apply empathy curse
else if (attacker.runes & CURSE_EMPATHY)
{
attacker.health = bound(
- cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
- attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
+ autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
+ attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
attacker.health);
}
}
RadiusDamage_running = 1;
- tfloordmg = cvar("g_throughfloor_damage");
- tfloorforce = cvar("g_throughfloor_force");
+ tfloordmg = autocvar_g_throughfloor_damage;
+ tfloorforce = autocvar_g_throughfloor_force;
blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
total_damage_to_creatures = 0;
float force_velocitybiasramp;
float force_velocitybias;
- force_velocitybiasramp = cvar("sv_maxspeed");
+ force_velocitybiasramp = autocvar_sv_maxspeed;
if(deathtype & HITTYPE_SECONDARY)
{
- force_zscale = cvar("g_balance_laser_secondary_force_zscale");
- force_velocitybias = cvar("g_balance_laser_secondary_force_velocitybias");
+ force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
}
else
{
- force_zscale = cvar("g_balance_laser_primary_force_zscale");
- force_velocitybias = cvar("g_balance_laser_primary_force_velocitybias");
+ force_zscale = autocvar_g_balance_laser_primary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
}
vel = targ.velocity;
if not(IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
{
- t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
- d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
+ t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+ d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
Fire_AddDamage(other, o, d, t, DEATH_FIRE);
}
}
if(self.state == 1)
{
- pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
+ pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
// speed the rope is pulled with
- rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
+ rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
// force the rope will use if it is stretched
- rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
+ rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
// force the rope will use if it is stretched
- minlength = cvar("g_balance_grapplehook_length_min");//100;
+ minlength = autocvar_g_balance_grapplehook_length_min;//100;
// minimal rope length
// if the rope goes below this length, it isn't pulled any more
- ropestretch = cvar("g_balance_grapplehook_stretch");//400;
+ ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
// if the rope is stretched by more than this amount, more rope is
// given to you again
- ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
+ ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
// while hanging on the rope, this friction component will help you a
// bit to control the rope
dist = vlen(dir);
dir = normalize(dir);
- if(cvar("g_grappling_hook_tarzan"))
+ if(autocvar_g_grappling_hook_tarzan)
{
v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);
v = v + frametime * dir * spd * rubberforce;
dv = ((v - v0) * dir) * dir;
- if(cvar("g_grappling_hook_tarzan") >= 2)
+ if(autocvar_g_grappling_hook_tarzan >= 2)
{
if(self.aiment.movetype == MOVETYPE_WALK)
{
self.aiment.velocity = self.aiment.velocity - dv * 0.5;
self.aiment.flags &~= FL_ONGROUND;
self.aiment.pusher = self.owner;
- self.aiment.pushltime = time + cvar("g_maxpushtime");
+ self.aiment.pushltime = time + autocvar_g_maxpushtime;
}
}
if(attacker != self.owner)
{
self.owner.pusher = attacker;
- self.owner.pushltime = time + cvar("g_maxpushtime");
+ self.owner.pushltime = time + autocvar_g_maxpushtime;
}
RemoveGrapplingHook(self.owner);
}
missile.state = 0; // not latched onto anything
- W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grapplehook_speed_fly"), 0, 0, 0, FALSE);
+ W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
- missile.health = cvar("g_balance_grapplehook_health");//120
+ missile.health = autocvar_g_balance_grapplehook_health;//120
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;
}
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- if (cvar("g_antilag") != 2 || source.cvar_cl_noantilag)
+ if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
}
void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
{
- if (cvar("g_antilag") != 2 || source.cvar_cl_noantilag)
+ if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, FALSE);
}
}
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- if (cvar("g_antilag") != 2 || source.cvar_cl_noantilag)
+ if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
WarpZone_traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
}
void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
{
- if (cvar("g_antilag") != 2 || source.cvar_cl_noantilag)
+ if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, TRUE);
}
{
float d;
- if(cvar("loddebug"))
+ if(autocvar_loddebug)
{
- d = cvar("loddebug");
+ d = autocvar_loddebug;
if(d == 1)
self.modelindex = self.lodmodelindex0;
else if(d == 2 || !self.lodmodelindex2)
}
}
- if(cvar("loddebug") < 0)
+ if(autocvar_loddebug < 0)
{
self.lodmodel1 = self.lodmodel2 = ""; // don't even initialize
}
if (other.health < self.max_health)
{
other.health = min(other.health + self.health, self.max_health);
- other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
+ other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
}
}
EXACTTRIGGER_INIT;
if(self.radius)
{
- if(!self.strength) self.strength = 2000 * cvar("g_triggerimpulse_radial_multiplier");
+ if(!self.strength) self.strength = 2000 * autocvar_g_triggerimpulse_radial_multiplier;
setorigin(self, self.origin);
setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
self.touch = trigger_impulse_touch3;
{
if(self.target)
{
- if(!self.strength) self.strength = 950 * cvar("g_triggerimpulse_directional_multiplier");
+ if(!self.strength) self.strength = 950 * autocvar_g_triggerimpulse_directional_multiplier;
self.touch = trigger_impulse_touch1;
}
else
{
if(!self.strength) self.strength = 0.9;
- self.strength = pow(self.strength, cvar("g_triggerimpulse_accel_power")) * cvar("g_triggerimpulse_accel_multiplier");
+ self.strength = pow(self.strength, autocvar_g_triggerimpulse_accel_power) * autocvar_g_triggerimpulse_accel_multiplier;
self.touch = trigger_impulse_touch2;
}
}
void SetDefaultAlpha()
{
- if(cvar("g_running_guns"))
+ if(autocvar_g_running_guns)
{
default_player_alpha = -1;
default_weapon_alpha = +1;
}
else if(g_cloaked)
{
- default_player_alpha = cvar("g_balance_cloaked_alpha");
+ default_player_alpha = autocvar_g_balance_cloaked_alpha;
default_weapon_alpha = default_player_alpha;
}
else
{
- default_player_alpha = cvar("g_player_alpha");
+ default_player_alpha = autocvar_g_player_alpha;
if(default_player_alpha == 0)
default_player_alpha = 1;
default_weapon_alpha = default_player_alpha;
{
float a, b;
- if(!cvar("developer_fteqccbugs"))
+ if(!autocvar_developer_fteqccbugs)
return;
dprint("*** fteqcc test: checking for bugs...\n");
centerprint_atprio(plr, CENTERPRIO_SPAM, timeStr);
}
}
- if(remainingTimeoutTime == cvar("sv_timeout_resumetime")) { //play a warning sound when only <sv_timeout_resumetime> seconds are left
+ if(remainingTimeoutTime == autocvar_sv_timeout_resumetime) { //play a warning sound when only <sv_timeout_resumetime> seconds are left
Announce("prepareforbattle");
}
remainingTimeoutTime -= 1;
void GotoFirstMap()
{
float n;
- if(cvar("_sv_init"))
+ if(autocvar__sv_init)
{
// cvar_set("_sv_init", "0");
// we do NOT set this to 0 any more, so someone "accidentally" changing
// to this "init" map on a dedicated server will cause no permanent
// harm
- if(cvar("g_maplist_shuffle"))
+ if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
- n = tokenizebyseparator(cvar_string("g_maplist"), " ");
+ n = tokenizebyseparator(autocvar_g_maplist, " ");
cvar_set("g_maplist_index", ftos(n - 1)); // jump to map 0 in GotoNextMap
MapInfo_Enumerate();
BADCVAR("sv_vote_simple_majority_factor");
BADCVAR("timelimit_override");
- if(cvar("g_minstagib"))
+ if(autocvar_g_minstagib)
{
BADCVAR("g_grappling_hook");
BADCVAR("g_jetpack");
// 63 testing
lightstyle(63, "a");
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
CampaignPreInit();
Map_MarkAsRecent(mapname);
LaserInit();
player_count = 0;
- bot_waypoints_for_items = cvar("g_waypoints_for_items");
+ bot_waypoints_for_items = autocvar_g_waypoints_for_items;
if(bot_waypoints_for_items == 1)
if(self.spawnflags & SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS)
bot_waypoints_for_items = 0;
// for setting by mapinfo
- q3acompat_machineshotgunswap = cvar("sv_q3acompat_machineshotgunswap");
+ q3acompat_machineshotgunswap = autocvar_sv_q3acompat_machineshotgunswap;
cvar_set("sv_q3acompat_machineshotgunswap", "0");
precache();
// dom_init();
GameLogInit(); // prepare everything
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
{
- s = strcat(ftos(cvar("sv_eventlog_files_counter")), ".");
+ s = strcat(ftos(autocvar_sv_eventlog_files_counter), ".");
s = strcat(s, ftos(random()));
matchid = strzone(s);
s = ret_string;
// simple, probably not good in the mutator system
- if(cvar("g_grappling_hook"))
+ if(autocvar_g_grappling_hook)
s = strcat(s, ":grappling_hook");
// initialiation stuff, not good in the mutator system
- if(!cvar("g_use_ammunition"))
+ if(!autocvar_g_use_ammunition)
s = strcat(s, ":no_use_ammunition");
// initialiation stuff, not good in the mutator system
- if(!cvar("g_pickup_items"))
+ if(!autocvar_g_pickup_items)
s = strcat(s, ":no_pickup_items");
// initialiation stuff, not good in the mutator system
- if(cvar_string("g_weaponarena") != "0")
- s = strcat(s, ":", cvar_string("g_weaponarena"), " arena");
+ if(autocvar_g_weaponarena != "0")
+ s = strcat(s, ":", autocvar_g_weaponarena, " arena");
// TODO to mutator system
- if(cvar("g_norecoil"))
+ if(autocvar_g_norecoil)
s = strcat(s, ":norecoil");
// TODO to mutator system
- if(cvar("g_midair"))
+ if(autocvar_g_midair)
s = strcat(s, ":midair");
// TODO to mutator system
- if(cvar("g_minstagib"))
+ if(autocvar_g_minstagib)
s = strcat(s, ":minstagib");
GameLogEcho(s);
SetDefaultAlpha();
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
CampaignPostInit();
fteqcc_testbugs();
lsnewmaps_reply = strzone(strcat(lsnewmaps_reply, "\n"));
maplist_reply = "^7Maps in list: ";
- n = tokenize_console(cvar_string("g_maplist"));
+ n = tokenize_console(autocvar_g_maplist);
for(i = 0, j = 0; i < n; ++i)
{
if(MapInfo_CheckMap(argv(i)))
localcmd("\n_sv_hook_gamestart ", GetGametype(), "\n");
// fill sv_curl_serverpackages from .serverpackage files
- if(cvar("sv_curl_serverpackages_auto"))
+ if(autocvar_sv_curl_serverpackages_auto)
{
fd = search_begin("*.serverpackage", TRUE, FALSE);
s = "";
string map;
map = GetMapname();
- idx = cvar("g_maplist_index");
+ idx = autocvar_g_maplist_index;
if(idx >= 0)
if(idx < Map_Count)
float MapHasRightSize(string map)
{
float fh;
- if(currentbots || cvar("bot_number") || player_count < cvar("minplayers"))
- if(cvar("g_maplist_check_waypoints"))
+ if(currentbots || autocvar_bot_number || player_count < autocvar_minplayers)
+ if(autocvar_g_maplist_check_waypoints)
{
dprint("checkwp "); dprint(map);
fh = fopen(strcat("maps/", map, ".waypoints"), FILE_READ);
void Map_MarkAsRecent(string m)
{
- cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", cvar_string("g_maplist_mostrecent")), max(0, cvar("g_maplist_mostrecent_count"))));
+ cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", autocvar_g_maplist_mostrecent), max(0, autocvar_g_maplist_mostrecent_count)));
}
float Map_IsRecent(string m)
{
- return strhasword(cvar_string("g_maplist_mostrecent"), m);
+ return strhasword(autocvar_g_maplist_mostrecent, m);
}
float Map_Check(float position, float pass)
newlist = strcat(newlist, " ", argv(j));
newlist = substring(newlist, 1, strlen(newlist) - 1);
cvar_set("g_maplist", newlist);
- Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");
+ Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
// NOTE: the selected map has just been inserted at (insertpos-1)th position
Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
void Maplist_Init()
{
- Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");
+ Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
if(Map_Count == 0)
{
bprint( "Maplist is empty! Resetting it to default map list.\n" );
cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
- if(cvar("g_maplist_shuffle"))
+ if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
localcmd("\nmenu_cmd sync\n");
- Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");
+ Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
}
if(Map_Count == 0)
error("empty maplist, cannot select a new map");
nextMap = -1;
if(nextMap == -1)
- if(cvar("g_maplist_shuffle") > 0)
- nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
+ if(autocvar_g_maplist_shuffle > 0)
+ nextMap = MaplistMethod_Shuffle(autocvar_g_maplist_shuffle + 1);
if(nextMap == -1)
- if(cvar("g_maplist_selectrandom"))
+ if(autocvar_g_maplist_selectrandom)
nextMap = MaplistMethod_Random();
if(nextMap == -1)
float DoNextMapOverride()
{
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
{
CampaignPostIntermission();
alreadychangedlevel = TRUE;
return TRUE;
}
- if(cvar("quit_when_empty"))
+ if(autocvar_quit_when_empty)
{
if(player_count <= currentbots)
{
return TRUE;
}
}
- if(cvar_string("quit_and_redirect") != "")
+ if(autocvar_quit_and_redirect != "")
{
- redirection_target = strzone(cvar_string("quit_and_redirect"));
+ redirection_target = strzone(autocvar_quit_and_redirect);
alreadychangedlevel = TRUE;
return TRUE;
}
- if (cvar("samelevel")) // if samelevel is set, stay on same level
+ if (autocvar_samelevel) // if samelevel is set, stay on same level
{
// this does not work because it tries to exec maps/nexdm01.mapcfg (which doesn't exist, it should be trying maps/dm_nexdm01.mapcfg for example)
//localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
alreadychangedlevel = TRUE;
return TRUE;
}
- if(cvar_string("nextmap") != "")
- if(MapInfo_CheckMap(cvar_string("nextmap")))
+ if(autocvar_nextmap != "")
+ if(MapInfo_CheckMap(autocvar_nextmap))
{
- Map_Goto_SetStr(cvar_string("nextmap"));
+ Map_Goto_SetStr(autocvar_nextmap);
Map_Goto();
alreadychangedlevel = TRUE;
return TRUE;
}
- if(cvar("lastlevel"))
+ if(autocvar_lastlevel)
{
GameResetCfg();
localcmd("set lastlevel 0\ntogglemenu\n");
{
bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" );
cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
- if(cvar("g_maplist_shuffle"))
+ if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
localcmd("\nmenu_cmd sync\n");
}
{
FixIntermissionClient(self);
- if(cvar("sv_autoscreenshot"))
+ if(autocvar_sv_autoscreenshot)
if(self.autoscreenshot > 0)
if(time > self.autoscreenshot)
{
float i;
entity e;
- to_console = cvar("sv_logscores_console");
- to_eventlog = cvar("sv_eventlog");
- to_file = cvar("sv_logscores_file");
+ to_console = autocvar_sv_logscores_console;
+ to_eventlog = autocvar_sv_eventlog;
+ to_file = autocvar_sv_logscores_file;
if(!final)
{
}
if(to_eventlog)
- if(cvar("sv_eventlog_console"))
+ if(autocvar_sv_eventlog_console)
to_console = FALSE; // otherwise we get the output twice
if(final)
GameLogEcho(s);
if(to_file)
{
- file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
+ file = fopen(autocvar_sv_logscores_filename, FILE_APPEND);
if(file == -1)
to_file = FALSE;
else
FOR_EACH_CLIENT(other)
{
- if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
+ if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && autocvar_sv_logscores_bots))
{
s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":");
s = strcat(s, ftos(rint(time - other.jointime)), ":");
if(clienttype(e) == CLIENTTYPE_REAL)
{
stuffcmd(e, "\nscr_printspeed 1000000\n");
- s = cvar_string("sv_intermission_cdtrack");
+ s = autocvar_sv_intermission_cdtrack;
if(s != "")
stuffcmd(e, strcat("\ncd loop ", s, "\n"));
msg_entity = e;
// enforce a wait time before allowing changelevel
if(player_count > 0)
- intermission_exittime = time + cvar("sv_mapchange_delay");
+ intermission_exittime = time + autocvar_sv_mapchange_delay;
else
intermission_exittime = -1;
DumpStats(TRUE);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":gameover");
GameLogClose();
bprint(other.netname, " ^7wins.\n");
}
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
CampaignPreIntermission();
localcmd("\nsv_hook_gameend\n");
// - for this timelimit_overtime needs to be >0 of course
// - also check the winning condition calculated in the previous frame and only add normal overtime
// again, if at the point at which timelimit would be extended again, still no winner was found
- if ((checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < cvar("timelimit_overtimes")) && cvar("timelimit_overtime") && !(g_race && !g_race_qualifying))
+ if ((checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < autocvar_timelimit_overtimes) && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
{
return 1; // need to call InitiateOvertime later
}
{
if(!checkrules_suddendeathend)
{
- checkrules_suddendeathend = time + 60 * cvar("timelimit_suddendeath");
+ checkrules_suddendeathend = time + 60 * autocvar_timelimit_suddendeath;
if(g_race && !g_race_qualifying)
race_StartCompleting();
}
++checkrules_overtimesadded;
//add one more overtime by simply extending the timelimit
float tl;
- tl = cvar("timelimit");
- tl += cvar("timelimit_overtime");
+ tl = autocvar_timelimit;
+ tl += autocvar_timelimit_overtime;
cvar_set("timelimit", ftos(tl));
string minutesPlural;
- if (cvar("timelimit_overtime") == 1)
+ if (autocvar_timelimit_overtime == 1)
minutesPlural = " ^3minute";
else
minutesPlural = " ^3minutes";
bcenterprint(
strcat(
"^3Now playing ^1OVERTIME^3!\n\n^3Added ^1",
- ftos(cvar("timelimit_overtime")),
+ ftos(autocvar_timelimit_overtime),
minutesPlural,
" to the game!"
)
float GetWinningCode(float fraglimitreached, float equality)
{
- if(cvar("g_campaign") == 1)
+ if(autocvar_g_campaign == 1)
if(fraglimitreached)
return WINNING_YES;
else
float LMS_NewPlayerLives()
{
float fl;
- fl = cvar("fraglimit");
+ fl = autocvar_fraglimit;
if(fl == 0)
fl = 999;
if(lms_lowest_lives < 1)
return 0;
- if(!cvar("g_lms_join_anytime"))
- if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
+ if(!autocvar_g_lms_join_anytime)
+ if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
return 0;
return bound(1, lms_lowest_lives, fl);
TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
- if(ent.cnt == 1 || cvar("g_campaign")) // this was the second round
+ if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
{
status = WINNING_YES;
}
void ShuffleMaplist()
{
- cvar_set("g_maplist", shufflewords(cvar_string("g_maplist")));
+ cvar_set("g_maplist", shufflewords(autocvar_g_maplist));
}
float leaderfrags;
{
float leadlimitreached;
leadlimitreached = (WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
- if(cvar("leadlimit_and_fraglimit"))
+ if(autocvar_leadlimit_and_fraglimit)
limitreached = (limitreached && leadlimitreached);
else
limitreached = (limitreached || leadlimitreached);
return;
}
- timelimit = cvar("timelimit") * 60;
- fraglimit = cvar("fraglimit");
- leadlimit = cvar("leadlimit");
+ timelimit = autocvar_timelimit * 60;
+ fraglimit = autocvar_fraglimit;
+ leadlimit = autocvar_leadlimit;
if(inWarmupStage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts
{
float i;
if(m == "")
return "That's not how to use this command.";
- if(!cvar("g_maplist_votable_suggestions"))
+ if(!autocvar_g_maplist_votable_suggestions)
return "Suggestions are not accepted on this server.";
if(mapvote_initialized)
return "Can't suggest - voting is already in progress!";
m = MapInfo_FixName(m);
if(!m)
return "The map you suggested is not available on this server.";
- if(!cvar("g_maplist_votable_suggestions_override_mostrecent"))
+ if(!autocvar_g_maplist_votable_suggestions_override_mostrecent)
if(Map_IsRecent(m))
return "This server does not allow for recent maps to be played again. Please be patient for some rounds.";
if(mapvote_suggestions[i] != "")
strunzone(mapvote_suggestions[i]);
mapvote_suggestions[i] = strzone(m);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:suggested:", m, ":", ftos(self.playerid)));
return strcat("Suggestion of ", m, " accepted.");
}
MapVote_ClearAllVotes();
mapvote_count = 0;
- mapvote_detail = !cvar("g_maplist_votable_nodetail");
- mapvote_abstain = cvar("g_maplist_votable_abstain");
+ mapvote_detail = !autocvar_g_maplist_votable_nodetail;
+ mapvote_abstain = autocvar_g_maplist_votable_abstain;
if(mapvote_abstain)
- nmax = min(MAPVOTE_COUNT - 1, cvar("g_maplist_votable"));
+ nmax = min(MAPVOTE_COUNT - 1, autocvar_g_maplist_votable);
else
- nmax = min(MAPVOTE_COUNT, cvar("g_maplist_votable"));
- smax = min3(nmax, cvar("g_maplist_votable_suggestions"), mapvote_suggestion_ptr);
+ nmax = min(MAPVOTE_COUNT, autocvar_g_maplist_votable);
+ smax = min3(nmax, autocvar_g_maplist_votable_suggestions, mapvote_suggestion_ptr);
// we need this for AddVotable, as that cycles through the screenshot dirs
- mapvote_screenshot_dirs_count = tokenize_console(cvar_string("g_maplist_votable_screenshot_dir"));
+ mapvote_screenshot_dirs_count = tokenize_console(autocvar_g_maplist_votable_screenshot_dir);
if(mapvote_screenshot_dirs_count == 0)
mapvote_screenshot_dirs_count = tokenize_console("maps levelshots");
mapvote_screenshot_dirs_count = min(mapvote_screenshot_dirs_count, MAPVOTE_SCREENSHOT_DIRS_COUNT);
{
bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" );
cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
- if(cvar("g_maplist_shuffle"))
+ if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
localcmd("\nmenu_cmd sync\n");
for(i = 0; i < 100 && mapvote_count < nmax; ++i)
//dprint("mapvote count is ", ftos(mapvote_count), "\n");
- mapvote_keeptwotime = time + cvar("g_maplist_votable_keeptwotime");
- mapvote_timeout = time + cvar("g_maplist_votable_timeout");
+ mapvote_keeptwotime = time + autocvar_g_maplist_votable_keeptwotime;
+ mapvote_timeout = time + autocvar_g_maplist_votable_timeout;
if(mapvote_count_real < 3 || mapvote_keeptwotime <= time)
mapvote_keeptwotime = 0;
mapvote_message = "Choose a map and press its key!";
float i;
float didntvote;
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
{
result = strcat(":vote:finished:", mapvote_maps[mappos]);
result = strcat(result, ":", ftos(mapvote_votes[mappos]), "::");
}
}
result = strcat(result, ":didn't vote:", ftos(didntvote));
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(result);
}
if(!mapvote_initialized)
{
- if(cvar("rescan_pending") == 1)
+ if(autocvar_rescan_pending == 1)
{
cvar_set("rescan_pending", "2");
localcmd("fs_rescan\nrescan_pending 3\n");
return;
}
- else if(cvar("rescan_pending") == 2)
+ else if(autocvar_rescan_pending == 2)
{
return;
}
- else if(cvar("rescan_pending") == 3)
+ else if(autocvar_rescan_pending == 3)
{
// now build missing mapinfo files
if(!MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))
mapvote_initialized = TRUE;
if(DoNextMapOverride())
return;
- if(!cvar("g_maplist_votable") || player_count <= 0)
+ if(!autocvar_g_maplist_votable || player_count <= 0)
{
GotoNextMap();
return;
play2(self, "misc/hit.wav");
}
}
- altime = time + frametime * (1 + cvar("g_antilag_nudge"));
+ altime = time + frametime * (1 + autocvar_g_antilag_nudge);
// add 1 frametime because after this, engine SV_Physics
// increases time by a frametime and then networks the frame
// add another frametime because client shows everything with
if(!cheatcount_total)
{
- if(cvar("sv_db_saveasdump"))
+ if(autocvar_sv_db_saveasdump)
db_dump(ServerProgsDB, "server.db");
else
db_save(ServerProgsDB, "server.db");
}
- if(cvar("developer"))
+ if(autocvar_developer)
{
- if(cvar("sv_db_saveasdump"))
+ if(autocvar_sv_db_saveasdump)
db_dump(TemporaryDB, "server-temp.db");
else
db_save(TemporaryDB, "server-temp.db");
if(plr.classname == "spectator" || plr.classname == "observer")
{
plr.spectatortime = time;
- sprint(plr, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
+ sprint(plr, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
}
}
- bprint(strcat("^7All spectators will be automatically kicked when not joining the game after ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds!\n"));
+ bprint(strcat("^7All spectators will be automatically kicked when not joining the game after ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds!\n"));
return;
}
string uri;
float i, n;
- uri = strcat( "action=ban&hostname=", uri_escape(cvar_string("hostname")));
+ uri = strcat( "action=ban&hostname=", uri_escape(autocvar_hostname));
uri = strcat(uri, "&ip=", uri_escape(ip));
uri = strcat(uri, "&duration=", ftos(bantime));
uri = strcat(uri, "&reason=", uri_escape(reason));
- n = tokenize_console(cvar_string("g_ban_sync_uri"));
+ n = tokenize_console(autocvar_g_ban_sync_uri);
if(n >= MAX_IPBAN_URIS)
n = MAX_IPBAN_URIS;
for(i = 0; i < n; ++i)
string uri;
float i, n;
- uri = strcat( "action=unban&hostname=", uri_escape(cvar_string("hostname")));
+ uri = strcat( "action=unban&hostname=", uri_escape(autocvar_hostname));
uri = strcat(uri, "&ip=", uri_escape(ip));
- n = tokenize_console(cvar_string("g_ban_sync_uri"));
+ n = tokenize_console(autocvar_g_ban_sync_uri);
if(n >= MAX_IPBAN_URIS)
n = MAX_IPBAN_URIS;
for(i = 0; i < n; ++i)
return;
}
- tokenize_console(cvar_string("g_ban_sync_uri"));
+ tokenize_console(autocvar_g_ban_sync_uri);
uri = argv(id);
print("Received ban list from ", uri, ": ");
return;
}
- syncinterval = cvar("g_ban_sync_interval");
+ syncinterval = autocvar_g_ban_sync_interval;
if(syncinterval == 0)
{
print("rejected (syncing disabled)\n");
dprint(" timeleft=", ftos(timeleft), " reason=", reason);
dprint(" serverip=", serverip, "\n");
- timeleft -= 1.5 * cvar("g_ban_sync_timeout");
+ timeleft -= 1.5 * autocvar_g_ban_sync_timeout;
if(timeleft < 0)
continue;
}
}
- if(cvar("g_ban_sync_trusted_servers_verify"))
+ if(autocvar_g_ban_sync_trusted_servers_verify)
if((strstrofs(strcat(";", OnlineBanList_Servers, ";"), strcat(";", serverip, ";"), 0) == -1))
continue;
string uri;
float i, n;
- if(cvar_string("g_ban_sync_uri") == "")
+ if(autocvar_g_ban_sync_uri == "")
goto killme;
- if(cvar("g_ban_sync_interval") == 0) // < 0 is okay, it means "sync on level start only"
+ if(autocvar_g_ban_sync_interval == 0) // < 0 is okay, it means "sync on level start only"
goto killme;
- argc = tokenize_console(cvar_string("g_ban_sync_trusted_servers"));
+ argc = tokenize_console(autocvar_g_ban_sync_trusted_servers);
if(argc == 0)
goto killme;
OnlineBanList_Servers = strcat(OnlineBanList_Servers, ";", argv(i));
OnlineBanList_Servers = strzone(OnlineBanList_Servers);
- uri = strcat( "action=list&hostname=", uri_escape(cvar_string("hostname")));
+ uri = strcat( "action=list&hostname=", uri_escape(autocvar_hostname));
uri = strcat(uri, "&servers=", uri_escape(OnlineBanList_Servers));
- OnlineBanList_Timeout = time + cvar("g_ban_sync_timeout");
+ OnlineBanList_Timeout = time + autocvar_g_ban_sync_timeout;
- n = tokenize_console(cvar_string("g_ban_sync_uri"));
+ n = tokenize_console(autocvar_g_ban_sync_uri);
if(n >= MAX_IPBAN_URIS)
n = MAX_IPBAN_URIS;
for(i = 0; i < n; ++i)
uri_get(strcat(argv(i), "?", uri), URI_GET_IPBAN + i); // 1000 = "banlist" callback target
}
- if(cvar("g_ban_sync_interval") > 0)
- self.nextthink = time + max(60, cvar("g_ban_sync_interval") * 60);
+ if(autocvar_g_ban_sync_interval > 0)
+ self.nextthink = time + max(60, autocvar_g_ban_sync_interval * 60);
else
goto killme;
return;
Ban_Delete(i);
ban_count = 0;
ban_loaded = TRUE;
- n = tokenize_console(cvar_string("g_banned_list"));
+ n = tokenize_console(autocvar_g_banned_list);
if(stof(argv(0)) == 1)
{
ban_count = (n - 1) / 2;
if(ban_idfp == s) return TRUE;
}
if(ipbanned)
- if(!cvar("g_banned_list_idmode") || !ban_idfp)
+ if(!autocvar_g_banned_list_idmode || !ban_idfp)
return TRUE;
return FALSE;
}
client = edict_num(entno);
INITARG(3);
- GETARG(bantime, cvar("g_ban_default_bantime"));
- GETARG(masksize, cvar("g_ban_default_masksize"));
+ GETARG(bantime, autocvar_g_ban_default_bantime);
+ GETARG(masksize, autocvar_g_ban_default_masksize);
RESTARG(reason);
Ban_KickBanClient(client, bantime, masksize, reason);
ip = argv(1);
INITARG(2);
- GETARG(bantime, cvar("g_ban_default_bantime"));
+ GETARG(bantime, autocvar_g_ban_default_bantime);
RESTARG(reason);
Ban_Insert(ip, bantime, reason, 1);
string admin_name(void)
{
- if(cvar_string("sv_adminnick") != "")
- return cvar_string("sv_adminnick");
+ if(autocvar_sv_adminnick != "")
+ return autocvar_sv_adminnick;
else
return "SERVER ADMIN";
}
else
strPlayerPingColor = "^2";
- if((cvar("sv_fragmessage_information_stats")) && (enPlayer.health >= 1))
+ if((autocvar_sv_fragmessage_information_stats) && (enPlayer.health >= 1))
strMessage = strcat(strMessage, "\n^7(Health ^1", ftos(nPlayerHealth), "^7 / Armor ^2", ftos(nPlayerArmor), "^7)");
- if(cvar("sv_fragmessage_information_ping")) {
+ if(autocvar_sv_fragmessage_information_ping) {
if(clienttype(enPlayer) == CLIENTTYPE_BOT) // Bots have no ping
strMessage = strcat(strMessage, " ^7(^2Bot");
else
strMessage = strcat(strMessage, " ^7(Ping ", strPlayerPingColor, ftos(nPlayerPing), "ms");
- if(cvar("sv_fragmessage_information_handicap"))
- if(cvar("sv_fragmessage_information_handicap") == 2)
+ if(autocvar_sv_fragmessage_information_handicap)
+ if(autocvar_sv_fragmessage_information_handicap == 2)
if(nPlayerHandicap <= 1)
strMessage = strcat(strMessage, "^7 / Handicap ^2Off^7)");
else
strMessage = strcat(strMessage, "^7 / Handicap ^2", ftos(nPlayerHandicap), "^7)");
else
strMessage = strcat(strMessage, "^7)");
- } else if(cvar("sv_fragmessage_information_handicap")) {
- if(cvar("sv_fragmessage_information_handicap") == 2)
+ } else if(autocvar_sv_fragmessage_information_handicap) {
+ if(autocvar_sv_fragmessage_information_handicap == 2)
if(nPlayerHandicap <= 1)
strMessage = strcat(strMessage, "\n^7(Handicap ^2Off^7)");
else
string fn;
float matches;
- if (cvar("sv_eventlog_files"))
+ if (autocvar_sv_eventlog_files)
{
if (!logfile_open)
{
logfile_open = TRUE;
- matches = cvar("sv_eventlog_files_counter") + 1;
+ matches = autocvar_sv_eventlog_files_counter + 1;
cvar_set("sv_eventlog_files_counter", ftos(matches));
fn = ftos(matches);
if (strlen(fn) < 8)
fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
- fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
+ fn = strcat(autocvar_sv_eventlog_files_nameprefix, fn, autocvar_sv_eventlog_files_namesuffix);
logfile = fopen(fn, FILE_APPEND);
fputs(logfile, ":logversion:3\n");
}
if (logfile >= 0)
{
- if (cvar("sv_eventlog_files_timestamps"))
+ if (autocvar_sv_eventlog_files_timestamps)
fputs(logfile, strcat(":time:", strftime(TRUE, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
else
fputs(logfile, strcat(s, "\n"));
}
}
- if (cvar("sv_eventlog_console"))
+ if (autocvar_sv_eventlog_console)
{
print(s, "\n");
}
float spawnpoint_nag;
void relocate_spawnpoint()
{
- PL_VIEW_OFS = stov(cvar_string("sv_player_viewoffset"));
- PL_MIN = stov(cvar_string("sv_player_mins"));
- PL_MAX = stov(cvar_string("sv_player_maxs"));
- PL_HEAD = stov(cvar_string("sv_player_headsize"));
- PL_CROUCH_VIEW_OFS = stov(cvar_string("sv_player_crouch_viewoffset"));
- PL_CROUCH_MIN = stov(cvar_string("sv_player_crouch_mins"));
- PL_CROUCH_MAX = stov(cvar_string("sv_player_crouch_maxs"));
+ PL_VIEW_OFS = stov(autocvar_sv_player_viewoffset);
+ PL_MIN = stov(autocvar_sv_player_mins);
+ PL_MAX = stov(autocvar_sv_player_maxs);
+ PL_HEAD = stov(autocvar_sv_player_headsize);
+ PL_CROUCH_VIEW_OFS = stov(autocvar_sv_player_crouch_viewoffset);
+ PL_CROUCH_MIN = stov(autocvar_sv_player_crouch_mins);
+ PL_CROUCH_MAX = stov(autocvar_sv_player_crouch_maxs);
// nudge off the floor
setorigin(self, self.origin + '0 0 1');
print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
print(" ", ftos(self.origin_y - o_y));
print(" ", ftos(self.origin_z - o_z), "'\n");
- if (cvar("g_spawnpoints_auto_move_out_of_solid"))
+ if (autocvar_g_spawnpoints_auto_move_out_of_solid)
{
if (!spawnpoint_nag)
print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
if (self.team)
have_team_spawns = 1;
- if (cvar("r_showbboxes"))
+ if (autocvar_r_showbboxes)
{
// show where spawnpoints point at too
makevectors(self.angles);
void backtrace(string msg)
{
float dev, war;
- dev = cvar("developer");
- war = cvar("prvm_backtraceforwarnings");
+ dev = autocvar_developer;
+ war = autocvar_prvm_backtraceforwarnings;
cvar_set("developer", "1");
cvar_set("prvm_backtraceforwarnings", "1");
print("\n");
if (e == msg_entity)
return TRUE;
// sounds by players can be removed
- if (cvar("bot_sound_monopoly"))
+ if (autocvar_bot_sound_monopoly)
if (clienttype(e) == CLIENTTYPE_REAL)
return FALSE;
// anything else may pass
{
local entity head;
- if (cvar("bot_sound_monopoly"))
+ if (autocvar_bot_sound_monopoly)
return;
FOR_EACH_REALPLAYER(head)
void play2all(string samp)
{
- if (cvar("bot_sound_monopoly"))
+ if (autocvar_bot_sound_monopoly)
return;
sound(world, CHAN_AUTO, samp, VOL_BASE, ATTN_NONE);
}
#ifdef TTURRETS_ENABLED
- if (cvar("g_turrets"))
+ if (autocvar_g_turrets)
turrets_precash();
#endif
// Precache all player models if desired
- if (cvar("sv_precacheplayermodels"))
+ if (autocvar_sv_precacheplayermodels)
{
PrecachePlayerSounds("sound/player/default.sounds");
precache_all_playermodels("models/player/*.zym");
precache_all_playermodels("models/player/*.iqm");
}
- if (cvar("sv_defaultcharacter"))
+ if (autocvar_sv_defaultcharacter)
{
string s;
- s = cvar_string("sv_defaultplayermodel_red");
+ s = autocvar_sv_defaultplayermodel_red;
if (s != "")
precache_playermodel(s);
- s = cvar_string("sv_defaultplayermodel_blue");
+ s = autocvar_sv_defaultplayermodel_blue;
if (s != "")
precache_playermodel(s);
- s = cvar_string("sv_defaultplayermodel_yellow");
+ s = autocvar_sv_defaultplayermodel_yellow;
if (s != "")
precache_playermodel(s);
- s = cvar_string("sv_defaultplayermodel_pink");
+ s = autocvar_sv_defaultplayermodel_pink;
if (s != "")
precache_playermodel(s);
- s = cvar_string("sv_defaultplayermodel");
+ s = autocvar_sv_defaultplayermodel;
if (s != "")
precache_playermodel(s);
}
precache_sound ("weapons/hook_impact.wav"); // hook
}
- if(cvar("sv_precacheweapons"))
+ if(autocvar_sv_precacheweapons)
{
//precache weapon models/sounds
local float wep;
string s;
vector v;
- if (cvar("g_shootfromeye"))
+ if (autocvar_g_shootfromeye)
{
if (visual)
{
vecs_z = 0;
}
}
- else if (cvar("g_shootfromcenter"))
+ else if (autocvar_g_shootfromcenter)
{
if (visual)
{
vecs_z -= 2;
}
}
- else if ((s = cvar_string("g_shootfromfixedorigin")) != "")
+ else if ((s = autocvar_g_shootfromfixedorigin) != "")
{
v = stov(s);
if (y_is_right)
vecs_y = v_y;
vecs_z = v_z;
}
- else if (cvar("g_shootfromclient"))
+ else if (autocvar_g_shootfromclient)
{
- vecs = shotorg_adjustfromclient(vecs, y_is_right, (cvar("g_shootfromclient") >= 2), algn);
+ vecs = shotorg_adjustfromclient(vecs, y_is_right, (autocvar_g_shootfromclient >= 2), algn);
}
return vecs;
}
self.nextthink = ceil(time + 1);
if (!gameover)
{
- if (cvar("timelimit"))
- if (time > game_starttime + cvar("timelimit") * 60)
+ if (autocvar_timelimit)
+ if (time > game_starttime + autocvar_timelimit * 60)
{
// self.max_health / 300 gives 5 minutes of overtime.
// control points reduce the overtime duration.
void onslaught_generator_reset()
{
self.team = self.team_saved;
- self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
+ self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
self.takedamage = DAMAGE_AIM;
self.bot_attack = TRUE;
self.iscaptured = TRUE;
self.colormap = 1024 + (self.team - 1) * 17;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
- self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
+ self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
setmodel(self, "models/onslaught/generator.md3");
setsize(self, '-52 -52 -14', '52 52 75');
setorigin(self, self.origin);
if (self.health >= self.max_health)
{
self.health = self.max_health;
- self.count = cvar("g_onslaught_cp_regen") * sys_frametime; // slow repair rate from now on
+ self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
self.think = onslaught_controlpoint_icon_think;
sound(self, CHAN_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
self.goalentity = e = spawn();
e.classname = "onslaught_controlpoint_icon";
e.owner = self;
- e.max_health = cvar("g_onslaught_cp_health");
- e.health = cvar("g_onslaught_cp_buildhealth");
+ e.max_health = autocvar_g_onslaught_cp_health;
+ e.health = autocvar_g_onslaught_cp_buildhealth;
e.solid = SOLID_BBOX;
e.movetype = MOVETYPE_NONE;
setmodel(e, "models/onslaught/controlpoint_icon.md3");
e.colormap = 1024 + (e.team - 1) * 17;
e.think = onslaught_controlpoint_icon_buildthink;
e.nextthink = time + sys_frametime;
- e.count = (e.max_health - e.health) * sys_frametime / cvar("g_onslaught_cp_buildtime"); // how long it takes to build
+ e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
sound(e, CHAN_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
self.team = e.team;
self.colormap = e.colormap;
void() monsterinwall =
{
local entity e;
- if (!cvar("developer"))
+ if (!autocvar_developer)
return;
// this is handy for level designers,
// puts a spikey ball where the error is...
if(trace_ent != trg)
return 0;
- return (cvar("g_monster_zombie_targetrange") - vlen(self.origin - trg.origin)) * tmp;
+ return (autocvar_g_monster_zombie_targetrange - vlen(self.origin - trg.origin)) * tmp;
}
else if(self.enemy == trg)
- return (cvar("g_monster_zombie_targetrange") - vlen(self.origin - trg.origin)) * tmp;
+ return (autocvar_g_monster_zombie_targetrange - vlen(self.origin - trg.origin)) * tmp;
}
}
self.event_damage = SUB_Null;
self.enemy = world;
self.think = zombie_spawn;
- self.nextthink = time + cvar("g_monster_zombie_respawntime");
+ self.nextthink = time + autocvar_g_monster_zombie_respawntime;
self.pain_finished = self.nextthink;
}
float vz, tdiff, tspeed;
tdiff = time - self.zoomstate;
- tspeed = tdiff * cvar("g_monster_zombie_turnspeed");
+ tspeed = tdiff * autocvar_g_monster_zombie_turnspeed;
vz = self.velocity_z;
self.zoomstate = time;
if(vlen(self.origin - self.moveto) > 64)
{
- movelib_move_simple(v_forward ,cvar("g_monster_zombie_movespeed"),0.6);
+ movelib_move_simple(v_forward ,autocvar_g_monster_zombie_movespeed,0.6);
if(time > self.pain_finished)
if(self.attack_finished_single < time)
self.frame = zombie_anim_runforward;
}
else
{
- movelib_beak_simple(cvar("g_monster_zombie_stopspeed"));
+ movelib_beak_simple(autocvar_g_monster_zombie_stopspeed);
if(time > self.pain_finished)
if(self.attack_finished_single < time)
self.frame = zombie_anim_idle;
case VCM_DO:
float t;
- t = cvar("g_monster_zombie_idle_timer_max") - cvar("g_monster_zombie_idle_timer_min");
- t = cvar("g_monster_zombie_idle_timer_min") + (random() * t);
+ t = autocvar_g_monster_zombie_idle_timer_max - autocvar_g_monster_zombie_idle_timer_min;
+ t = autocvar_g_monster_zombie_idle_timer_min + (random() * t);
if(random() < 0.5)
verbstack_push(self.verbs_idle, zombie_verb_idle_roam, ZV_IDLE + 1, t, self);
entity trg, best_trg;
float trg_score, best_trg_score;
- trg = findradius(self.origin,cvar("g_monster_zombie_targetrange"));
+ trg = findradius(self.origin,autocvar_g_monster_zombie_targetrange);
while(trg)
{
trg_score = zombie_scoretarget(trg);
oldself = self;
self = self.owner;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_run_hitrange"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_run_hitrange)
return;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.6)
return;
- Damage(self.enemy, self, self, cvar("g_monster_zombie_attack_run_damage"), DEATH_TURRET, self.enemy.origin, normalize(self.enemy.origin - self.origin) * cvar("g_monster_zombie_attack_run_force"));
+ Damage(self.enemy, self, self, autocvar_g_monster_zombie_attack_run_damage, DEATH_TURRET, self.enemy.origin, normalize(self.enemy.origin - self.origin) * autocvar_g_monster_zombie_attack_run_force);
self = oldself;
self.think = SUB_Remove;
if(self.attack_finished_single > time)
return VS_CALL_NO;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_run_range"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_run_range)
return VS_CALL_NO;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.6)
pain = spawn();
pain.owner = self;
pain.think = zombie_runattack_damage;
- pain.nextthink = time + cvar("g_monster_zombie_attack_run_delay");
+ pain.nextthink = time + autocvar_g_monster_zombie_attack_run_delay;
self.attack_finished_single = time + 0.7;
self.frame = zombie_anim_attackrun1 + rint(random() * 2);
//self = self.owner;
setorigin(self,self.owner.origin + v_forward * 32);
- RadiusDamage(self, self.owner, cvar("g_monster_zombie_attack_stand_damage"),cvar("g_monster_zombie_attack_stand_damage"),16,self, cvar("g_monster_zombie_attack_stand_force"),DEATH_TURRET,world);
+ RadiusDamage(self, self.owner, autocvar_g_monster_zombie_attack_stand_damage,autocvar_g_monster_zombie_attack_stand_damage,16,self, autocvar_g_monster_zombie_attack_stand_force,DEATH_TURRET,world);
//float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
if(self.attack_finished_single > time)
return VS_CALL_NO;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_stand_range"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_stand_range)
return VS_CALL_NO;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.8)
pain = spawn();
pain.owner = self;
pain.think = zombie_runattack_damage;
- pain.nextthink = time + cvar("g_monster_zombie_attack_stand_delay");
+ pain.nextthink = time + autocvar_g_monster_zombie_attack_stand_delay;
self.attack_finished_single = time + 0.7;
self.frame = zombie_anim_attackstanding1 + rint(random() * 1);
self.nextthink = time + 2.1;
self.pain_finished = self.nextthink;
self.movetype = MOVETYPE_WALK;
- self.health = cvar("g_monster_zombie_health");
+ self.health = autocvar_g_monster_zombie_health;
self.velocity = '0 0 0';
self.angles = self.pos2;
self.moveto = self.origin;
void spawnfunc_monster_zombie()
{
- if not(cvar("g_monsters"))
+ if not(autocvar_g_monsters)
{
remove(self);
return;
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- warmup = time + cvar("g_start_delay") + cvar("g_freezetag_warmup");
+ warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
}
void freezetag_CheckWinner()
if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
return;
- if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
+ if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
return; // already waiting for next round to start
if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
}
- frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
+ frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
freezetag_CheckWinner();
freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
- if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
+ if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
{
next_round = time;
return 1;
MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
{
vector revive_extra_size;
- revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
+ revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
float teammate_nearby;
FOR_EACH_PLAYER(other) if(self != other)
}
else
{
- self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
- if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
+ self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
+ if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
{
freezetag_Unfreeze();
if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
{
frag_damage = 0;
- frag_force = frag_force * cvar("g_freezetag_frozen_force");
+ frag_force = frag_force * autocvar_g_freezetag_frozen_force;
}
}
return 1;
setmodel(e, e.model);
setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
e.classname = "keepawayball";
- e.damageforcescale = cvar("g_keepawayball_damageforcescale");
+ e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
- e.glow_color = cvar("g_keepawayball_trail_color");
+ e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = TRUE;
e.movetype = MOVETYPE_BOUNCE;
e.touch = ka_TouchEvent;
self.angles = '0 0 0';
self.solid = SOLID_TRIGGER;
self.think = ka_RespawnBall;
- self.nextthink = time + cvar("g_keepawayball_respawntime");
+ self.nextthink = time + autocvar_g_keepawayball_respawntime;
pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
self.takedamage = DAMAGE_NO;
// apply effects to player
- other.glow_color = cvar("g_keepawayball_trail_color");
+ other.glow_color = autocvar_g_keepawayball_trail_color;
other.glow_trail = TRUE;
other.effects |= EF_DIMLIGHT;
- other.alpha = cvar("g_keepaway_ballcarrier_alpha");
- other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ other.alpha = autocvar_g_keepaway_ballcarrier_alpha;
+ other.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
// messages and sounds
Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
ball.solid = SOLID_TRIGGER; // is this needed?
ball.wait = time + 1;
ball.think = ka_RespawnBall;
- ball.nextthink = time + cvar("g_keepawayball_respawntime");
+ ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.touch = ka_TouchEvent;
ball.takedamage = DAMAGE_YES;
ball.effects &~= EF_NODRAW;
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
- if(cvar("g_keepaway_bckillscore")) // add bckills to the score
+ if(autocvar_g_keepaway_bckillscore) // add bckills to the score
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
}
else if(!frag_attacker.ballcarried)
- if(cvar("g_keepaway_noncarrier_warn"))
+ if(autocvar_g_keepaway_noncarrier_warn)
centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
- frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
+ frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
}
else // damage done to noncarriers
{
- frag_damage *= cvar("g_keepaway_ballcarrier_damage");
- frag_force *= cvar("g_keepaway_ballcarrier_force");
+ frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_force;
}
}
else if not(frag_target.ballcarried) // if the target is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= cvar("g_keepaway_noncarrier_selfdamage");
- frag_force *= cvar("g_keepaway_noncarrier_selfforce");
+ frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
}
else // damage done to other noncarriers
{
- frag_damage *= cvar("g_keepaway_noncarrier_damage");
- frag_force *= cvar("g_keepaway_noncarrier_force");
+ frag_damage *= autocvar_g_keepaway_noncarrier_damage;
+ frag_force *= autocvar_g_keepaway_noncarrier_force;
}
}
return 0;
if(self.ballcarried)
{
// if the player has the ball, force ballcarrier alpha upon them
- self.alpha = cvar("g_keepaway_ballcarrier_alpha");
- self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ self.alpha = autocvar_g_keepaway_ballcarrier_alpha;
+ self.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
// if we're in minstagib and a ballcarrier has just picked up invisibility,
// notify all the other players that the ballcarrier no longer has a waypoint
}
return 0;
-}
\ No newline at end of file
+}
if(key && key.owner && frags_owner)
UpdateFrags(key.owner, frags_owner);
- if(!cvar("sv_eventlog")) //output extra info to the console or text file
+ if(!autocvar_sv_eventlog) //output extra info to the console or text file
return;
s = strcat(":keyhunt:", what, ":", ftos(player.playerid), ":", ftos(frags_player));
key.flags = FL_ITEM;
key.solid = SOLID_TRIGGER;
key.movetype = MOVETYPE_TOSS;
- key.pain_finished = time + cvar("g_balance_keyhunt_delay_return");
- key.damageforcescale = cvar("g_balance_keyhunt_damageforcescale");
+ key.pain_finished = time + autocvar_g_balance_keyhunt_delay_return;
+ key.damageforcescale = autocvar_g_balance_keyhunt_damageforcescale;
key.takedamage = DAMAGE_YES;
// let key.team stay
key.modelindex = kh_key_dropped;
if(key.kh_dropperteam != player.team)
{
- kh_Scores_Event(player, key, "collect", cvar("g_balance_keyhunt_score_collect"), 0);
+ kh_Scores_Event(player, key, "collect", autocvar_g_balance_keyhunt_score_collect, 0);
PlayerScore_Add(player, SP_KH_PICKUPS, 1);
}
key.kh_dropperteam = 0;
if(other.deadflag != DEAD_NO)
return;
if(other == self.enemy)
- if(time < self.kh_droptime + cvar("g_balance_keyhunt_delay_collect"))
+ if(time < self.kh_droptime + autocvar_g_balance_keyhunt_delay_collect)
return; // you just dropped it!
kh_Key_Collect(self, other);
}
kh_Key_Remove(key);
kh_no_radar_circles = FALSE;
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round"), "Round starts in ", kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, "Round starts in ", kh_StartRound);
}
void kh_WinnerTeam(float teem) // runs when a team wins
float first;
entity key;
float score;
- score = (kh_teams - 1) * cvar("g_balance_keyhunt_score_capture");
+ score = (kh_teams - 1) * autocvar_g_balance_keyhunt_score_capture;
DistributeEvenly_Init(score, kh_teams);
// twice the score for 3 team games, three times the score for 4 team games!
// note: for a win by destroying the key, this should NOT be applied
if(attacker)
{
if(lostkey.kh_previous_owner)
- kh_Scores_Event(lostkey.kh_previous_owner, world, "pushed", 0, -cvar("g_balance_keyhunt_score_push"));
+ kh_Scores_Event(lostkey.kh_previous_owner, world, "pushed", 0, -autocvar_g_balance_keyhunt_score_push);
// don't actually GIVE him the -nn points, just log
- kh_Scores_Event(attacker, world, "push", cvar("g_balance_keyhunt_score_push"), 0);
+ kh_Scores_Event(attacker, world, "push", autocvar_g_balance_keyhunt_score_push, 0);
PlayerScore_Add(attacker, SP_KH_PUSHES, 1);
centerprint(attacker, "Your push is the best!");
bprint("The ", ColoredTeamName(teem), "^7 could not take care of the ", lostkey.netname, "^7 when ", attacker.netname, "^7 came\n");
else
{
float of, fragsleft, i, j, thisteam;
- of = cvar("g_balance_keyhunt_score_destroyed_ownfactor");
+ of = autocvar_g_balance_keyhunt_score_destroyed_ownfactor;
FOR_EACH_PLAYER(player)
if(player.team != teem)
++keys;
if(lostkey.kh_previous_owner)
- kh_Scores_Event(lostkey.kh_previous_owner, world, "destroyed", 0, -cvar("g_balance_keyhunt_score_destroyed"));
+ kh_Scores_Event(lostkey.kh_previous_owner, world, "destroyed", 0, -autocvar_g_balance_keyhunt_score_destroyed);
// don't actually GIVE him the -nn points, just log
if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid)
PlayerScore_Add(lostkey.kh_previous_owner, SP_KH_DESTROYS, 1);
- DistributeEvenly_Init(cvar("g_balance_keyhunt_score_destroyed"), keys * of + players);
+ DistributeEvenly_Init(autocvar_g_balance_keyhunt_score_destroyed, keys * of + players);
FOR_EACH_KH_KEY(key)
if(key.owner && key.team != teem)
#endif
if(self.owner.BUTTON_USE)
- if(time >= self.owner.kh_droptime + cvar("g_balance_keyhunt_delay_drop"))
+ if(time >= self.owner.kh_droptime + autocvar_g_balance_keyhunt_delay_drop)
{
self.owner.kh_droptime = time;
self.kh_droptime = time; // prevent collecting this one for some time
bprint(self.owner.netname, "^7 dropped the ", self.netname, "\n");
sound(self.owner, CHAN_AUTO, kh_sound_drop, VOL_BASE, ATTN_NORM);
makevectors(self.owner.v_angle);
- self.velocity = W_CalculateProjectileVelocity(self.owner.velocity, cvar("g_balance_keyhunt_throwvelocity") * v_forward, FALSE);
+ self.velocity = W_CalculateProjectileVelocity(self.owner.velocity, autocvar_g_balance_keyhunt_throwvelocity * v_forward, FALSE);
kh_Key_AssignTo(self, world);
- self.pushltime = time + cvar("g_balance_keyhunt_protecttime");
+ self.pushltime = time + autocvar_g_balance_keyhunt_protecttime;
self.kh_dropperteam = self.team;
}
}
vector p;
p = self.owner.origin;
FOR_EACH_KH_KEY(key)
- if(vlen(key.owner.origin - p) > cvar("g_balance_keyhunt_maxdist"))
+ if(vlen(key.owner.origin - p) > autocvar_g_balance_keyhunt_maxdist)
goto not_winning;
kh_WinnerTeam(self.team);
:not_winning
bprint(player.netname, "^7 died and lost the ", key.netname, "\n");
kh_Key_AssignTo(key, world);
makevectors('-1 0 0' * (45 + 45 * random()) + '0 360 0' * random());
- key.velocity = W_CalculateProjectileVelocity(player.velocity, cvar("g_balance_keyhunt_dropvelocity") * v_forward, FALSE);
+ key.velocity = W_CalculateProjectileVelocity(player.velocity, autocvar_g_balance_keyhunt_dropvelocity * v_forward, FALSE);
key.pusher = mypusher;
- key.pushltime = time + cvar("g_balance_keyhunt_protecttime");
+ key.pushltime = time + autocvar_g_balance_keyhunt_protecttime;
if(suicide)
key.kh_dropperteam = player.team;
}
teams_missing = kh_CheckEnoughPlayers();
if(teams_missing == "")
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round"), "Round starts in ", kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, "Round starts in ", kh_StartRound);
else
kh_Controller_SetThink(1, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), kh_WaitForPlayers);
}
}
kh_tracking_enabled = FALSE;
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_tracking"), "Scanning frequency range...", kh_EnableTrackingDevice);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_tracking, "Scanning frequency range...", kh_EnableTrackingDevice);
}
float kh_HandleFrags(entity attacker, entity targ, float f) // adds to the player score
nk = 0;
for(k = targ.kh_next; k != world; k = k.kh_next)
++nk;
- kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", -nk * cvar("g_balance_keyhunt_score_collect"), 0);
+ kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", -nk * autocvar_g_balance_keyhunt_score_collect, 0);
}
else
{
- kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", cvar("g_balance_keyhunt_score_carrierfrag")-1, 0);
+ kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", autocvar_g_balance_keyhunt_score_carrierfrag-1, 0);
PlayerScore_Add(attacker, SP_KH_KCKILLS, 1);
// the frag gets added later
}
precache_model("models/keyhunt/key.md3");
// setup variables
- kh_teams = cvar("g_keyhunt_teams_override");
+ kh_teams = autocvar_g_keyhunt_teams_override;
if(kh_teams < 2)
- kh_teams = cvar("g_keyhunt_teams");
+ kh_teams = autocvar_g_keyhunt_teams;
kh_teams = bound(2, kh_teams, 4);
// make a KH entity for controlling the game
// if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
// will be called ramp_time/frametime times = 2 times. so, we need to
// add 0.5 * the total speed each frame until the dodge action is done..
- common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
+ common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
// if ramp time is smaller than frametime we get problems ;D
if (common_factor > 1)
common_factor = 1;
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
if (new_velocity_gain < 0)
new_velocity_gain = 0;
self.velocity =
self.velocity
- + (cvar("sv_dodging_up_speed") * v_up);
+ + (autocvar_sv_dodging_up_speed * v_up);
- if (cvar("sv_dodging_sound") == 1)
+ if (autocvar_sv_dodging_sound == 1)
PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
}
// are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
{
// reset state so next dodge can be done correctly
self.dodging_action = 0;
// returns 1 if the player is close to a wall
float check_close_to_wall(float threshold) {
- if (cvar("sv_dodging_wall_dodging") == 0)
+ if (autocvar_sv_dodging_wall_dodging == 0)
return 0;
vector trace_start;
dodge_detected = 0;
// first check if the last dodge is far enough back in time so we can dodge again
- if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
+ if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
return 0;
- if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
- && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+ if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
+ && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
return 0;
if (self.movement_x > 0) {
self.dodging_action = 1;
self.dodging_single_action = 1;
- self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");
+ self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
self.dodging_direction_x = tap_direction_x;
self.dodging_direction_y = tap_direction_y;
nix_weapon = nix_nextweapon;
nix_weapon_ammo = nix_nextweapon_ammo;
nix_nextweapon = 0;
- nix_nextchange = time + cvar("g_balance_nix_roundtime");
+ nix_nextchange = time + autocvar_g_balance_nix_roundtime;
//weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
}
if (self.items & IT_UNLIMITED_WEAPON_AMMO)
{
self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
- cvar("g_pickup_shells_max") : 0;
+ autocvar_g_pickup_shells_max : 0;
self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
- cvar("g_pickup_nails_max") : 0;
+ autocvar_g_pickup_nails_max : 0;
self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
- cvar("g_pickup_rockets_max") : 0;
+ autocvar_g_pickup_rockets_max : 0;
self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
- cvar("g_pickup_cells_max") : 0;
+ autocvar_g_pickup_cells_max : 0;
self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
- cvar("g_pickup_fuel_max") : 0;
+ autocvar_g_pickup_fuel_max : 0;
}
else
{
self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
- cvar("g_balance_nix_ammo_shells") : 0;
+ autocvar_g_balance_nix_ammo_shells : 0;
self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
- cvar("g_balance_nix_ammo_nails") : 0;
+ autocvar_g_balance_nix_ammo_nails : 0;
self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
- cvar("g_balance_nix_ammo_rockets") : 0;
+ autocvar_g_balance_nix_ammo_rockets : 0;
self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
- cvar("g_balance_nix_ammo_cells") : 0;
+ autocvar_g_balance_nix_ammo_cells : 0;
self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
- cvar("g_balance_nix_ammo_fuel") : 0;
+ autocvar_g_balance_nix_ammo_fuel : 0;
}
- self.nix_nextincr = time + cvar("g_balance_nix_incrtime");
+ self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
if(dt >= 1 && dt <= 5)
self.nix_lastinfotime = -42;
else
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nix_nextincr)
{
if (nix_weapon_ammo & IT_SHELLS)
- self.ammo_shells = self.ammo_shells + cvar("g_balance_nix_ammoincr_shells");
+ self.ammo_shells = self.ammo_shells + autocvar_g_balance_nix_ammoincr_shells;
else if (nix_weapon_ammo & IT_NAILS)
- self.ammo_nails = self.ammo_nails + cvar("g_balance_nix_ammoincr_nails");
+ self.ammo_nails = self.ammo_nails + autocvar_g_balance_nix_ammoincr_nails;
else if (nix_weapon_ammo & IT_ROCKETS)
- self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nix_ammoincr_rockets");
+ self.ammo_rockets = self.ammo_rockets + autocvar_g_balance_nix_ammoincr_rockets;
else if (nix_weapon_ammo & IT_CELLS)
- self.ammo_cells = self.ammo_cells + cvar("g_balance_nix_ammoincr_cells");
+ self.ammo_cells = self.ammo_cells + autocvar_g_balance_nix_ammoincr_cells;
if (nix_weapon_ammo & IT_FUEL) // hook uses cells and fuel
- self.ammo_fuel = self.ammo_fuel + cvar("g_balance_nix_ammoincr_fuel");
- self.nix_nextincr = time + cvar("g_balance_nix_incrtime");
+ self.ammo_fuel = self.ammo_fuel + autocvar_g_balance_nix_ammoincr_fuel;
+ self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
}
self.weapons = 0;
case IT_25HP:
case IT_ARMOR:
case IT_ARMOR_SHARD:
- if (cvar("g_nix_with_healtharmor"))
+ if (autocvar_g_nix_with_healtharmor)
return 0;
break;
case IT_STRENGTH:
case IT_INVINCIBLE:
- if (cvar("g_nix_with_powerups"))
+ if (autocvar_g_nix_with_powerups)
return 0;
break;
}
MUTATOR_ONADD
{
- g_nix_with_laser = cvar("g_nix_with_laser");
+ g_nix_with_laser = autocvar_g_nix_with_laser;
nix_nextchange = time;
nix_nextweapon = 0;
CVTOV(g_nexball_delay_idle); //10
CVTOV(g_nexball_football_physics); //0
- radar_showennemies = cvar("g_nexball_radar_showallplayers");
+ radar_showennemies = autocvar_g_nexball_radar_showallplayers;
InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
}
void LogNB(string mode, entity actor)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":nexball:", mode);
if(actor != world)
setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
self.movetype = MOVETYPE_NONE;
self.think = InitBall;
- self.nextthink = max(time, game_starttime) + cvar("g_nexball_delay_start");
+ self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
}
}
football_touch();
return;
}
- if (!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_nexball_delay_collect"))) {
+ if (!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect)) {
if (other.health <= 0)
return;
LogNB("caught", other);
ball.think = ResetBall;
if (ball.classname == "nexball_basketball")
ball.touch = football_touch; // better than SUB_Null: football control until the ball gets reset
- ball.nextthink = time + cvar("g_nexball_delay_goal") * (self.team != GOAL_OUT);
+ ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
}
//=======================//
if (cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
{
- self.glow_color = cvar("g_nexball_trail_color");
+ self.glow_color = autocvar_g_nexball_trail_color;
self.glow_trail = TRUE;
}
self.movetype = MOVETYPE_FLY;
- if (!cvar("g_nexball_sound_bounce"))
+ if (!autocvar_g_nexball_sound_bounce)
self.noise = "";
else if (!self.noise)
self.noise = "sound/nexball/bounce.wav";
self.reset = ball_restart;
self.think = InitBall;
- self.nextthink = game_starttime + cvar("g_nexball_delay_start");
+ self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
}
void spawnfunc_nexball_basketball (void)
self.effects = g_nexball_basketball_effects_default;
self.solid = SOLID_TRIGGER;
balls |= BALL_BASKET;
- self.bouncefactor = cvar("g_nexball_basketball_bouncefactor");
- self.bouncestop = cvar("g_nexball_basketball_bouncestop");
+ self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
+ self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
SpawnBall();
}
self.classname = "nexball_football";
self.solid = SOLID_TRIGGER;
balls |= BALL_FOOT;
- self.bouncefactor = cvar("g_nexball_football_bouncefactor");
- self.bouncestop = cvar("g_nexball_football_bouncestop");
+ self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
+ self.bouncestop = autocvar_g_nexball_football_bouncestop;
SpawnBall();
}
if(attacker.team != other.team || g_nexball_basketball_teamsteal)
if((ball = other.ballcarried) && (attacker.classname == "player" || attacker.classname == "gib"))
{
- other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * cvar("g_balance_nexball_secondary_force");
+ other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
other.flags &~= FL_ONGROUND;
if(!attacker.ballcarried)
{
mul = 1;
else
{
- mi = cvar("g_nexball_basketball_meter_minpower");
- ma = max(mi, cvar("g_nexball_basketball_meter_maxpower")); // avoid confusion
+ mi = autocvar_g_nexball_basketball_meter_minpower;
+ ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
//One triangle wave period with 1 as max
mul = 2 * mod(t, g_nexball_meter_period) / g_nexball_meter_period;
if (mul > 1)
mul = 2 - mul;
mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
- DropBall (ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * cvar("g_balance_nexball_primary_speed") * mul, FALSE));
+ DropBall (ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
//TODO: use the speed_up cvar too ??
}
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, w_shotorg);
- W_SetupProjectileVelocity(missile, cvar("g_balance_nexball_secondary_speed"), 0);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_nexball_secondary_speed, 0);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_Nexball_Touch;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_nexball_secondary_lifetime"); //FIXME: use a distance instead?
+ missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
missile.flags = FL_PROJECTILE;
if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_nexball_primary_refire")))
- if (cvar("g_nexball_basketball_meter"))
+ if (weapon_prepareattack(0, autocvar_g_balance_nexball_primary_refire))
+ if (autocvar_g_nexball_basketball_meter)
{
if (self.ballcarried && !self.metertime)
self.metertime = time;
else
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
else
{
W_Nexball_Attack(-1);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_nexball_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_nexball_secondary_refire))
{
W_Nexball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_nexball_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
}
if (!self.BUTTON_ATCK && self.metertime && self.ballcarried)
{
W_Nexball_Attack(time - self.metertime);
// DropBall or stealing will set metertime back to 0
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
else if (req == WR_PRECACHE)
string uri;
playerstats_db = -1;
playerstats_waitforme = TRUE;
- uri = cvar_string("g_playerstats_uri");
+ uri = autocvar_g_playerstats_uri;
if(uri == "")
return;
playerstats_db = db_create();
if(playerstats_db < 0)
return;
- uri = cvar_string("g_playerstats_uri");
+ uri = autocvar_g_playerstats_uri;
if(uri != "")
{
b = buf_create();
// reset fade counter
teleporter.portal_wants_to_vanish = 0;
- teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
- teleporter.health = cvar("g_balance_portal_health");
- teleporter.enemy.health = cvar("g_balance_portal_health");
+ teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
+ teleporter.health = autocvar_g_balance_portal_health;
+ teleporter.enemy.health = autocvar_g_balance_portal_health;
return 1;
}
if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
return; // cannot go through someone else's portal
fixedmakevectors(self.mangle);
- g = frametime * '0 0 -1' * cvar("sv_gravity");
+ g = frametime * '0 0 -1' * autocvar_sv_gravity;
if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
return;
destination.enemy = teleporter;
Portal_MakeInPortal(teleporter);
Portal_MakeOutPortal(destination);
- teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
+ teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
destination.fade_time = teleporter.fade_time;
teleporter.portal_wants_to_vanish = 0;
destination.portal_wants_to_vanish = 0;
self.solid = SOLID_BBOX;
self.aiment = world;
- g = frametime * '0 0 -1' * cvar("sv_gravity");
+ g = frametime * '0 0 -1' * autocvar_sv_gravity;
fixedmakevectors(self.mangle);
portal.portal_activatetime = time + 0.1;
portal.takedamage = DAMAGE_AIM;
portal.event_damage = Portal_Damage;
- portal.fade_time = time + cvar("g_balance_portal_lifetime");
- portal.health = cvar("g_balance_portal_health");
+ portal.fade_time = time + autocvar_g_balance_portal_lifetime;
+ portal.health = autocvar_g_balance_portal_health;
setmodel(portal, "models/portal.md3");
portal.modelindex_lod0 = portal.modelindex;
portal.customizeentityforclient = Portal_Customize;
PlayerScore_Add(e, SP_RACE_TIME, snew - s);
l = PlayerTeamScore_Add(e, SP_RACE_LAPS, ST_RACE_LAPS, 1);
- if(cvar("fraglimit"))
- if(l >= cvar("fraglimit"))
+ if(autocvar_fraglimit)
+ if(l >= autocvar_fraglimit)
race_StartCompleting();
if(race_completing)
if(cp == race_timed_checkpoint)
{
race_setTime(GetMapname(), t, e.crypto_idfp, e.netname, e);
- if(g_cts && cvar("g_cts_finish_kill_delay"))
+ if(g_cts && autocvar_g_cts_finish_kill_delay)
{
- CTS_ClientKill(cvar("g_cts_finish_kill_delay"));
+ CTS_ClientKill(autocvar_g_cts_finish_kill_delay);
}
}
if(t < recordtime || recordtime == 0)
void spawnfunc_runematch_spawn_point()
{
- if(!g_runematch || !cvar("g_runematch_fixedspawns"))
+ if(!g_runematch || !autocvar_g_runematch_fixedspawns)
{
remove(self);
return;
if(r == CURSE_EMPATHY)
_color = '179 0 204';//'128 0 255';
- return _color * (1 / 255) * cvar("g_runematch_rune_color_strength");
+ return _color * (1 / 255) * autocvar_g_runematch_rune_color_strength;
}
void rune_respawn();
self.solid = SOLID_TRIGGER;
self.touch = rune_touch;
self.think = rune_respawn;
- self.nextthink = time + cvar("g_runematch_shuffletime");//30 + random()*5; // fixme: cvar
+ self.nextthink = time + autocvar_g_runematch_shuffletime;//30 + random()*5; // fixme: cvar
}
else
{
e.solid = SOLID_TRIGGER;
// reposition itself if not picked up soon
e.think = rune_respawn;
- e.nextthink = time + cvar("g_runematch_respawntime");//15 + random()*5; // fixme: cvar
+ e.nextthink = time + autocvar_g_runematch_respawntime;//15 + random()*5; // fixme: cvar
e.touch = rune_touch;
pl.runes = pl.runes - (pl.runes & (e.runes | e.enemy.runes));
curse = find(curse, classname, "curse");
}
- numtodrop = cvar("g_runematch_drop_runes_max");
- prevent_same = !cvar("g_runematch_allow_same");
+ numtodrop = autocvar_g_runematch_drop_runes_max;
+ prevent_same = !autocvar_g_runematch_allow_same;
rune = curse = world;
do
runes_used = 0;
curses_used = 0;
- prevent_same = !cvar("g_runematch_allow_same");
+ prevent_same = !autocvar_g_runematch_allow_same;
numrunes = RUNE_COUNT;
while(numrunes > 0)
e.colormod = RuneColormod(rn);
e.enemy.colormod = RuneColormod(cs);
- e.alpha = e.enemy.alpha = cvar("g_runematch_rune_alpha");//0.78;
- e.effects = e.enemy.effects = cvar("g_runematch_rune_effects") | EF_LOWPRECISION;//EF_ADDITIVE;// | EF_FULLBRIGHT;
+ e.alpha = e.enemy.alpha = autocvar_g_runematch_rune_alpha;//0.78;
+ e.effects = e.enemy.effects = autocvar_g_runematch_rune_effects | EF_LOWPRECISION;//EF_ADDITIVE;// | EF_FULLBRIGHT;
//e.glow_size = e.enemy.glow_size = cvar("g_runematch_rune_glow_size");
//e.glow_color = e.enemy.glow_color = cvar("g_runematch_rune_glow_color");
{
entity rune;
- if(!g_runematch || !cvar("g_runematch_pointamt"))
+ if(!g_runematch || !autocvar_g_runematch_pointamt)
return;
if(gameover)
if(runematch_point_time > time)
return;
- runematch_point_time = time + cvar("g_runematch_pointrate");
+ runematch_point_time = time + autocvar_g_runematch_pointrate;
rune = world;
do
if(rune.owner.classname == "player")
{
- UpdateFrags(rune.owner, cvar("g_runematch_pointamt"));
+ UpdateFrags(rune.owner, autocvar_g_runematch_pointamt);
}
}while(rune);
}
}
if(!arunes && !trunes)
- return f - 1 + cvar("g_runematch_frags_norune"); // don't give points to players when no runes are involved.
+ return f - 1 + autocvar_g_runematch_frags_norune; // don't give points to players when no runes are involved.
if(arunes)
{ // got a kill while holding runes
- newfrags = newfrags + cvar("g_runematch_frags_killedby_runeholder");//5;
+ newfrags = newfrags + autocvar_g_runematch_frags_killedby_runeholder;//5;
}
if(trunes)
{ // killed an enemy holding runes
- newfrags = newfrags + cvar("g_runematch_frags_killed_runeholder");//5;
+ newfrags = newfrags + autocvar_g_runematch_frags_killed_runeholder;//5;
}
if(newfrags)
f = f - 1 + newfrags;
entity sk;
s = GetGametype();
- s = strcat(s, ":", cvar_string("g_xonoticversion"));
+ s = strcat(s, ":", autocvar_g_xonoticversion);
s = strcat(s, ":P", ftos(cvar_purechanges_count));
s = strcat(s, "::", GetPlayerScoreString(world, 1)); // make this 1 once we can, note: this doesn't contain any :<letter>
- fullstatus = cvar("g_full_getstatus_responses");
+ fullstatus = autocvar_g_full_getstatus_responses;
if(teamscores_entities_count)
{
{
float sp_domticks, sp_score;
sp_score = sp_domticks = 0;
- if(cvar("g_domination_disable_frags"))
+ if(autocvar_g_domination_disable_frags)
sp_domticks = SFL_SORT_PRIO_PRIMARY;
else
sp_score = SFL_SORT_PRIO_PRIMARY;
self.dmg = 2;
}
// check for falling damage
- if(!self.hook.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))
+ if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
{
dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
- dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
- dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
if (dm > 0)
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
}
- maxspeed = cvar("g_maxspeed");
+ maxspeed = autocvar_g_maxspeed;
if(maxspeed > 0 && vlen(self.velocity) > maxspeed)
Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
WarpZone_StartFrame();
- sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
+ sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
if(sys_frametime <= 0)
sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
- orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
+ orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
- skill = cvar("skill");
+ skill = autocvar_skill;
Spawnqueue_Check();
if(game_delay_last == TRUE)
if(game_delay == FALSE)
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
// if in warmup stage and limit for warmup is hit start match
if (inWarmupStage)
if ((g_warmup_limit > 0 && time >= g_warmup_limit)
- || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
+ || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
{
ReadyRestart();
return;
RuneMatchGivePoints();
bot_serverframe();
- if(cvar("spawn_debugview"))
+ if(autocvar_spawn_debugview)
{
RandomSelection_Init();
for(self = world; (self = find(self, classname, "player")); )
{
if(g_ghost_items)
{
- self.colormod = stov(cvar_string("g_ghost_items_color"));
+ self.colormod = stov(autocvar_g_ghost_items_color);
self.glowmod = self.colormod;
self.alpha = g_ghost_items;
return TRUE;
// make the item translucent green and not touchable
e.model = e.mdl;
e.solid = SOLID_NOT;
- e.colormod = stov(cvar_string("g_ghost_items_color"));
+ e.colormod = stov(autocvar_g_ghost_items_color);
e.glowmod = e.colormod;
e.alpha = g_ghost_items;
e.customizeentityforclient = func_null;
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = stov(cvar_string("g_ghost_items_color"));
+ e.colormod = stov(autocvar_g_ghost_items_color);
e.glowmod = e.colormod;
e.alpha = 0;
e.customizeentityforclient = func_null;
if (e.strength_finished || e.invincible_finished)
e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
- if (cvar("g_nodepthtestitems"))
+ if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
- if (cvar("g_fullbrightitems"))
+ if (autocvar_g_fullbrightitems)
e.effects |= EF_FULLBRIGHT;
// relink entity (because solid may have changed)
{
pickedup = TRUE;
player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
+ player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
}
if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
{
if (item.weapons & WEPBIT_MINSTANEX)
W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
if (item.ammo_cells)
- player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + cvar("g_minstagib_ammo_drop"));
+ player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
player.health = 100;
}
pickedup = TRUE;
// sound not available
// AnnounceTo(player, "_lives");
- player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + cvar("g_minstagib_extralives"));
+ player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
sprint(player, "^3You picked up some extra lives\n");
}
pickedup = TRUE;
// sound not available
// AnnounceTo(player, "invisible");
- player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
+ player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
}
// speed powerup
pickedup = TRUE;
// sound not available
// AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
}
}
}
{
pickedup = TRUE;
player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
+ player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
}
}
if (item.strength_finished)
{
pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
+ player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
}
if (item.invincible_finished)
{
pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
+ player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
}
if (item.health)
{
pickedup = TRUE;
player.health = bound(player.health, item.max_health, player.health + item.health);
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
+ player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
}
if (item.armorvalue)
if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
{
pickedup = TRUE;
player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
+ player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
}
}
}
}
*/
- if(cvar("spawn_debug") >= 2)
+ if(autocvar_spawn_debug >= 2)
{
entity otheritem;
for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
return;
}
}
- else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
+ else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
{
startitem_failed = TRUE;
remove (self);
}
void spawnfunc_item_health_mega (void) {
- if(!cvar("g_powerup_superhealth"))
+ if(!autocvar_g_powerup_superhealth)
return;
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
+ if((g_arena || g_ca) && !autocvar_g_arena_powerups)
return;
if(g_minstagib) {
void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- if(!cvar("g_powerup_strength"))
+ if(!autocvar_g_powerup_strength)
return;
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
+ if((g_arena || g_ca) && !autocvar_g_arena_powerups)
return;
if(g_minstagib) {
}
void spawnfunc_item_invincible (void) {
- if(!cvar("g_powerup_shield"))
+ if(!autocvar_g_powerup_shield)
return;
- if((g_arena || g_ca) && !cvar("g_arena_powerups"))
+ if((g_arena || g_ca) && !autocvar_g_arena_powerups)
return;
if(g_minstagib) {
self.use = target_items_use;
if(!self.strength_finished)
- self.strength_finished = cvar("g_balance_powerup_strength_time");
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!self.invincible_finished)
- self.invincible_finished = cvar("g_balance_powerup_invincible_time");
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
precache_sound("misc/itempickup.wav");
precache_sound("misc/megahealth.wav");
POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
- POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
+ POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
+ POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
+ POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
if (g_minstagib)
{
torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
- grav = cvar("sv_gravity");
+ grav = autocvar_sv_gravity;
zdist = torg_z - org_z;
sdist = vlen(torg - org - zdist * '0 0 1');
if(!self.freq)
{
// find pendulum length (same formula as Q3A)
- self.freq = 1 / (M_PI * 2) * sqrt(cvar("sv_gravity") / (3 * max(8, fabs(self.mins_z))));
+ self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z))));
}
// copy initial angle
entity targ;
for (targ = world; (targ = find(targ, targetname, self.target)); ) {
if (targ.classname == "weapon_rocketlauncher") {
- self.ammo_rockets += targ.count * cvar("g_balance_rocketlauncher_ammo");
+ self.ammo_rockets += targ.count * autocvar_g_balance_rocketlauncher_ammo;
self.netname = "rocketlauncher";
}
else if (targ.classname == "weapon_plasmagun") {
- self.ammo_rockets += targ.count * cvar("g_balance_hagar_primary_ammo");
+ self.ammo_rockets += targ.count * autocvar_g_balance_hagar_primary_ammo;
if(self.netname == "")
self.netname = "hagar";
else
self.netname = strcat(self.netname, " hagar");
}
else if (targ.classname == "weapon_bfg") {
- self.ammo_cells += targ.count * cvar("g_balance_crylink_primary_ammo");
+ self.ammo_cells += targ.count * autocvar_g_balance_crylink_primary_ammo;
if(self.netname == "")
self.netname = "crylink";
else
self.netname = strcat(self.netname, " crylink");
}
else if (targ.classname == "weapon_grenadelauncher") {
- self.ammo_rockets += targ.count * cvar("g_balance_grenadelauncher_primary_ammo");
+ self.ammo_rockets += targ.count * autocvar_g_balance_grenadelauncher_primary_ammo;
if(self.netname == "")
self.netname = "grenadelauncher";
else
{
TDEATHLOOP(org)
{
- if not(teams_matter && cvar("g_telefrags_teamplay") && head.team == player.team)
+ if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
if(head.classname == "player")
if(head.health >= 1)
return 1;
{
if (player.classname == "player" && player.health >= 1)
{
- if not(teams_matter && cvar("g_telefrags_teamplay") && head.team == player.team)
+ if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
{
if(head.classname == "player")
if(head.health >= 1)
if(player.classname == "player")
{
if(tflags & TELEPORT_FLAG_TDEATH)
- if(player.takedamage && player.deadflag == DEAD_NO && !g_race && !g_cts && (cvar("g_telefrags") || (tflags & TELEPORT_FLAG_FORCE_TDEATH)))
+ if(player.takedamage && player.deadflag == DEAD_NO && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH)))
tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
// player no longer is on ground
if(teleporter.owner)
{
player.pusher = teleporter.owner;
- player.pushltime = time + cvar("g_maxpushtime");
+ player.pushltime = time + autocvar_g_maxpushtime;
}
else
{
for(e = world; (e = find(e, targetname, self.target)); )
{
p = 1;
- if(cvar("g_telefrags_avoid"))
+ if(autocvar_g_telefrags_avoid)
{
o = e.origin + '0 0 1' * (1 - other.mins_z - 24);
if(check_tdeath(other, o, '0 0 0', '0 0 0'))
if(e.speed)
if(vlen(other.velocity) > e.speed)
other.velocity = normalize(other.velocity) * max(0, e.speed);
- if(cvar("g_teleport_maxspeed"))
- if(vlen(other.velocity) > cvar("g_teleport_maxspeed"))
- other.velocity = normalize(other.velocity) * max(0, cvar("g_teleport_maxspeed"));
+ if(autocvar_g_teleport_maxspeed)
+ if(vlen(other.velocity) > autocvar_g_teleport_maxspeed)
+ other.velocity = normalize(other.velocity) * max(0, autocvar_g_teleport_maxspeed);
o = e.origin + '0 0 1' * (1 - other.mins_z - 24);
TeleportPlayer(self, other, o, e.mangle, v_forward * vlen(other.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
return 0; // no rebalancing whatsoever please
if(!teams_matter)
return 0;
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
return 0;
- if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
+ if(autocvar_bot_vs_human && (c3==-1 && c4==-1))
return 0;
- if(!cvar("g_balance_teams_force"))
+ if(!autocvar_g_balance_teams_force)
return -1;
return 1;
}
void LogTeamchange(float player_id, float team_number, float type)
{
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
if(player_id < 1)
float i;
found = 0;
- prev = cvar("gamecfg");
+ prev = autocvar_gamecfg;
for(i = 0; i < 2; ++i)
{
//#NO AUTOCVARS START
if(!found)
g_dm = 1;
- if(g_dm && cvar("deathmatch_force_teamplay"))
+ if(g_dm && autocvar_deathmatch_force_teamplay)
{
g_dm = 0;
g_tdm = 1;
ReadGameCvars();
// set both here, gamemode can override it later
- timelimit_override = cvar("timelimit_override");
- fraglimit_override = cvar("fraglimit_override");
- leadlimit_override = cvar("leadlimit_override");
+ timelimit_override = autocvar_timelimit_override;
+ fraglimit_override = autocvar_fraglimit_override;
+ leadlimit_override = autocvar_leadlimit_override;
if(g_dm)
{
gamemode_name = "Team Deathmatch";
ActivateTeamplay();
tdm_init();
- if(cvar("g_tdm_team_spawns"))
+ if(autocvar_g_tdm_team_spawns)
have_team_spawns = -1; // request team spawns
}
game = GAME_DOMINATION;
gamemode_name = "Domination";
ActivateTeamplay();
- fraglimit_override = cvar("g_domination_point_limit");
- leadlimit_override = cvar("g_domination_point_leadlimit");
+ fraglimit_override = autocvar_g_domination_point_limit;
+ leadlimit_override = autocvar_g_domination_point_leadlimit;
dom_init();
have_team_spawns = -1; // request team spawns
}
game = GAME_CTF;
gamemode_name = "Capture the Flag";
ActivateTeamplay();
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
g_ctf_win_mode = 2;
else
- g_ctf_win_mode = cvar("g_ctf_win_mode");
- g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
+ g_ctf_win_mode = autocvar_g_ctf_win_mode;
+ g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
if(g_ctf_win_mode == 2)
{
- fraglimit_override = cvar("g_ctf_capture_limit");
- leadlimit_override = cvar("g_ctf_capture_leadlimit");
+ fraglimit_override = autocvar_g_ctf_capture_limit;
+ leadlimit_override = autocvar_g_ctf_capture_leadlimit;
}
else
{
- fraglimit_override = cvar("capturelimit_override");
- leadlimit_override = cvar("captureleadlimit_override");
+ fraglimit_override = autocvar_capturelimit_override;
+ leadlimit_override = autocvar_captureleadlimit_override;
}
ctf_init();
have_team_spawns = -1; // request team spawns
{
game = GAME_RUNEMATCH;
gamemode_name = "Rune Match";
- if(cvar("deathmatch_force_teamplay"))
+ if(autocvar_deathmatch_force_teamplay)
ActivateTeamplay();
- fraglimit_override = cvar("g_runematch_point_limit");
- leadlimit_override = cvar("g_runematch_point_leadlimit");
+ fraglimit_override = autocvar_g_runematch_point_limit;
+ leadlimit_override = autocvar_g_runematch_point_leadlimit;
runematch_init();
}
{
game = GAME_LMS;
gamemode_name = "Last Man Standing";
- fraglimit_override = cvar("g_lms_lives_override");
+ fraglimit_override = autocvar_g_lms_lives_override;
leadlimit_override = 0; // not supported by LMS
if(fraglimit_override == 0)
fraglimit_override = -1;
{
game = GAME_ARENA;
gamemode_name = "Arena";
- fraglimit_override = cvar("g_arena_point_limit");
- leadlimit_override = cvar("g_arena_point_leadlimit");
- maxspawned = cvar("g_arena_maxspawned");
+ fraglimit_override = autocvar_g_arena_point_limit;
+ leadlimit_override = autocvar_g_arena_point_leadlimit;
+ maxspawned = autocvar_g_arena_maxspawned;
if(maxspawned < 2)
maxspawned = 2;
- arena_roundbased = cvar("g_arena_roundbased");
+ arena_roundbased = autocvar_g_arena_roundbased;
}
if(g_ca)
game = GAME_CA;
gamemode_name = "Clan Arena";
ActivateTeamplay();
- fraglimit_override = cvar("g_ca_point_limit");
- leadlimit_override = cvar("g_ca_point_leadlimit");
+ fraglimit_override = autocvar_g_ca_point_limit;
+ leadlimit_override = autocvar_g_ca_point_leadlimit;
precache_sound("ctf/red_capture.wav");
precache_sound("ctf/blue_capture.wav");
}
game = GAME_KEYHUNT;
gamemode_name = "Key Hunt";
ActivateTeamplay();
- fraglimit_override = cvar("g_keyhunt_point_limit");
- leadlimit_override = cvar("g_keyhunt_point_leadlimit");
+ fraglimit_override = autocvar_g_keyhunt_point_limit;
+ leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
MUTATOR_ADD(gamemode_keyhunt);
}
game = GAME_FREEZETAG;
gamemode_name = "Freeze Tag";
ActivateTeamplay();
- fraglimit_override = cvar("g_freezetag_point_limit");
- leadlimit_override = cvar("g_freezetag_point_leadlimit");
+ fraglimit_override = autocvar_g_freezetag_point_limit;
+ leadlimit_override = autocvar_g_freezetag_point_leadlimit;
MUTATOR_ADD(gamemode_freezetag);
}
game = GAME_RACE;
gamemode_name = "Race";
- if(cvar("g_race_teams"))
+ if(autocvar_g_race_teams)
{
ActivateTeamplay();
- race_teams = bound(2, cvar("g_race_teams"), 4);
+ race_teams = bound(2, autocvar_g_race_teams, 4);
have_team_spawns = -1; // request team spawns
}
else
race_teams = 0;
- qualifying_override = cvar("g_race_qualifying_timelimit_override");
- fraglimit_override = cvar("g_race_laps_limit");
+ qualifying_override = autocvar_g_race_qualifying_timelimit_override;
+ fraglimit_override = autocvar_g_race_laps_limit;
leadlimit_override = 0; // currently not supported by race
}
{
game = GAME_NEXBALL;
gamemode_name = "Nexball";
- fraglimit_override = cvar("g_nexball_goallimit");
- leadlimit_override = cvar("g_nexball_goalleadlimit");
+ fraglimit_override = autocvar_g_nexball_goallimit;
+ leadlimit_override = autocvar_g_nexball_goalleadlimit;
ActivateTeamplay();
nb_init();
have_team_spawns = -1; // request team spawns
cache_lastmutatormsg = strzone("");
// enforce the server's universal frag/time limits
- if(!cvar("g_campaign"))
+ if(!autocvar_g_campaign)
{
if(fraglimit_override >= 0)
cvar_set("fraglimit", ftos(fraglimit_override));
if(g_race)
{
// we need to find out the correct value for g_race_qualifying
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
{
g_race_qualifying = 1;
}
- else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
+ else if(!autocvar_g_campaign && autocvar_g_race_qualifying_timelimit > 0)
{
g_race_qualifying = 2;
- race_fraglimit = cvar("fraglimit");
- race_leadlimit = cvar("leadlimit");
- race_timelimit = cvar("timelimit");
+ race_fraglimit = autocvar_fraglimit;
+ race_leadlimit = autocvar_leadlimit;
+ race_timelimit = autocvar_timelimit;
cvar_set("fraglimit", "0");
cvar_set("leadlimit", "0");
- cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
+ cvar_set("timelimit", ftos(autocvar_g_race_qualifying_timelimit));
}
else
g_race_qualifying = 0;
string GetClientVersionMessage() {
local string versionmsg;
if (self.version_mismatch) {
- if(self.version < cvar("gameversion")) {
+ if(self.version < autocvar_gameversion) {
versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
} else {
versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
if(self.cvar_scr_centertime == 0) return;
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
{
if(self.classname == "player" && !self.BUTTON_INFO)
return;
}
else
{
- if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
+ if((time - self.jointime) > autocvar_welcome_message_time && !self.BUTTON_INFO)
return;
}
self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
}
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
{
centerprint(pl, campaign_message);
return;
else
modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
}
- if(cvar("g_start_weapon_laser") == 0)
+ if(autocvar_g_start_weapon_laser == 0)
modifications = strcat(modifications, ", No start weapons");
- if(cvar("sv_gravity") < 800)
+ if(autocvar_sv_gravity < 800)
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked)
modifications = strcat(modifications, ", Cloaked");
local string versionmessage;
versionmessage = GetClientVersionMessage();
- s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
+ s = strcat(s, NEWLINES, "This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
if(modifications != "")
if (g_grappling_hook)
s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
- if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
+ if(cache_lastmutatormsg != autocvar_g_mutatormsg)
{
if(cache_lastmutatormsg)
strunzone(cache_lastmutatormsg);
if(cache_mutatormsg)
strunzone(cache_mutatormsg);
- cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
+ cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
cache_mutatormsg = strzone(cache_lastmutatormsg);
}
s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
}
- motd = cvar_string("sv_motd");
+ motd = autocvar_sv_motd;
if (motd != "") {
s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
}
c1 = c2 = c3 = c4 = -1;
cb1 = cb2 = cb3 = cb4 = 0;
- if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
+ if(autocvar_g_campaign && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
{
c1 = 0; // only allow RED team for player joining
}
// TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
if(c3==-1 && c4==-1)
- if(cvar("bot_vs_human") && for_whom)
+ if(autocvar_bot_vs_human && for_whom)
{
- if(cvar("bot_vs_human") > 0)
+ if(autocvar_bot_vs_human > 0)
{
// bots are all blue
if(clienttype(for_whom) == CLIENTTYPE_BOT)
if(c4 >= 0)
totalteams = totalteams + 1;
- if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
+ if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
totalteams += 1;
if(totalteams <= 1)
{
- if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
+ if(autocvar_g_campaign && pl && clienttype(pl) == CLIENTTYPE_REAL)
return 1; // special case for campaign and player joining
else if(g_domination)
error("Too few teams available for domination\n");
CheckAllowedTeams(pl);
// if we want the player in a certain team for campaign, force him there
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
{
- switch(cvar("g_campaign_forceteam"))
+ switch(autocvar_g_campaign_forceteam)
{
case 1:
SetPlayerColors(pl, COLOR_TEAM1 - 1);
return;
}
- if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
+ if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
sprint(self, "Team changes not allowed\n");
return; // changing teams is not allowed
}
- if(cvar("g_balance_teams_prevent_imbalance"))
+ if(autocvar_g_balance_teams_prevent_imbalance)
{
// only allow changing to a smaller or equal size team
{
float numteams;
- numteams = cvar("g_tdm_teams_override");
+ numteams = autocvar_g_tdm_teams_override;
if(numteams < 2)
- numteams = cvar("g_tdm_teams");
+ numteams = autocvar_g_tdm_teams;
numteams = bound(2, numteams, 4);
tdm_spawnteam("Red", COLOR_TEAM1-1);
if(clienttype(attacker) == CLIENTTYPE_REAL)
sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
- if(cvar("g_friendlyfire"))
- damage = damage * cvar("g_friendlyfire");
+ if(autocvar_g_friendlyfire)
+ damage = damage * autocvar_g_friendlyfire;
else
return;
}
// g_turrets_targetscan_maxdelay forces a target re-scan at least this often
float do_target_scan;
- if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
do_target_scan = 1;
// Old target (if any) invalid?
}
// But never more often then g_turrets_targetscan_mindelay!
- if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
do_target_scan = 0;
if(do_target_scan)
return;
}
else
- self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
+ self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
if not(self.aim_flags & TFL_AIM_NO)
void turret_fire()
{
- if (cvar("g_turrets_nofire") != 0)
+ if (autocvar_g_turrets_nofire != 0)
return;
self.turret_firefunc();
self.nextthink = time + 1;
entity e;
- if (cvar("g_turrets_reloadcvars") == 1)
+ if (autocvar_g_turrets_reloadcvars == 1)
{
e = nextent(world);
while (e)
entity e, ee;
// Are turrets allowed?
- if (cvar("g_turrets") == 0)
+ if (autocvar_g_turrets == 0)
return 0;
load_unit_settings(self,self.cvar_basename, 0);
// Handle turret teams.
- if (cvar("g_assault") != 0)
+ if (autocvar_g_assault != 0)
{
if not (self.team)
self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
void turret_ewheel_loadcvars()
{
- ewheel_speed_fast = cvar("g_turrets_unit_ewheel_speed_fast");
- ewheel_speed_slow = cvar("g_turrets_unit_ewheel_speed_slow");
- ewheel_speed_slower = cvar("g_turrets_unit_ewheel_speed_slower");
- ewheel_speed_stop = cvar("g_turrets_unit_ewheel_speed_stop");
+ ewheel_speed_fast = autocvar_g_turrets_unit_ewheel_speed_fast;
+ ewheel_speed_slow = autocvar_g_turrets_unit_ewheel_speed_slow;
+ ewheel_speed_slower = autocvar_g_turrets_unit_ewheel_speed_slower;
+ ewheel_speed_stop = autocvar_g_turrets_unit_ewheel_speed_stop;
}
void turret_ewheel_projectile_explode()
self.tur_head.frame = 1;
// Convert from dgr / sec to dgr / tic
- self.tur_head.aim_speed = cvar("g_turrets_unit_ewheel_turnrate");
+ self.tur_head.aim_speed = autocvar_g_turrets_unit_ewheel_turnrate;
self.tur_head.aim_speed = self.tur_head.aim_speed / (1 / self.ticrate);
if (!turret_tag_fire_update())
void turret_hellion_postthink()
{
- if (cvar("g_turrets_reloadcvars"))
+ if (autocvar_g_turrets_reloadcvars)
{
- if (!self.shot_speed_max) self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
- if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
+ if (!self.shot_speed_max) self.shot_speed_max = autocvar_g_turrets_unit_hellion_std_shot_speed_max;
+ if (!self.shot_speed_gain) self.shot_speed_gain = autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
}
if (self.tur_head.frame != 0)
if (self.netname == "") self.netname = "Hellion Missile Turret";
if not (self.shot_speed_max)
- self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
+ self.shot_speed_max = autocvar_g_turrets_unit_hellion_std_shot_speed_max;
if not (self.shot_speed_gain)
- self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
+ self.shot_speed_gain = autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
self.aim_flags = TFL_AIM_SIMPLE;
missile.enemy = self.enemy;
missile.team = self.team;
missile.cnt = time + 30;
- missile.ticrate = max(cvar("sys_ticrate"),0.05);
+ missile.ticrate = max(autocvar_sys_ticrate,0.05);
CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, fly sound
// Calculate new heading
olddir = normalize(self.velocity);
- newdir = normalize(olddir + wishdir * cvar("g_turrets_unit_hk_std_shot_speed_turnrate"));
+ newdir = normalize(olddir + wishdir * autocvar_g_turrets_unit_hk_std_shot_speed_turnrate);
// Set heading & speed
self.velocity = newdir * myspeed;
void turret_hk_postthink()
{
- if (cvar("g_turrets_reloadcvars"))
+ if (autocvar_g_turrets_reloadcvars)
{
- hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
- hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
- hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
- hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
- hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
+ hk_maxspeed = autocvar_g_turrets_unit_hk_std_shot_speed_max;
+ hk_minspeed = autocvar_g_turrets_unit_hk_std_shot_speed;
+ hk_accel = autocvar_g_turrets_unit_hk_std_shot_speed_accel;
+ hk_accel2 = autocvar_g_turrets_unit_hk_std_shot_speed_accel2;
+ hk_decel = autocvar_g_turrets_unit_hk_std_shot_speed_decel;
}
if (self.tur_head.frame != 0)
{
if (self.netname == "") self.netname = "Hunter-killer turret";
- hk_maxspeed = cvar("g_turrets_unit_hk_std_shot_speed_max");
- hk_minspeed = cvar("g_turrets_unit_hk_std_shot_speed");
- hk_accel = cvar("g_turrets_unit_hk_std_shot_speed_accel");
- hk_accel2 = cvar("g_turrets_unit_hk_std_shot_speed_accel2");
- hk_decel = cvar("g_turrets_unit_hk_std_shot_speed_decel");
+ hk_maxspeed = autocvar_g_turrets_unit_hk_std_shot_speed_max;
+ hk_minspeed = autocvar_g_turrets_unit_hk_std_shot_speed;
+ hk_accel = autocvar_g_turrets_unit_hk_std_shot_speed_accel;
+ hk_accel2 = autocvar_g_turrets_unit_hk_std_shot_speed_accel2;
+ hk_decel = autocvar_g_turrets_unit_hk_std_shot_speed_decel;
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;
void turret_machinegun_attack()
{
sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
//w_deathtypestring = "had an alergic reaction due to 10 kilos of led";
self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
- if not (cvar("g_antilag_bullets"))
+ if not (autocvar_g_antilag_bullets)
self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
if (turret_stdproc_init("machinegun_std",0,"models/turrets/base.md3","models/turrets/machinegun.md3") == 0)
entity beam;
beam = spawn();
- beam.ticrate = 0.1; //cvar("sys_ticrate");
+ beam.ticrate = 0.1; //autocvar_sys_ticrate;
setmodel(beam,"models/turrets/phaser_beam.md3");
beam.effects = EF_LOWPRECISION;
beam.solid = SOLID_NOT;
self.fireflag = 1;
beam.attack_finished_single = self.attack_finished_single;
- self.attack_finished_single = time; // + cvar("sys_ticrate");
+ self.attack_finished_single = time; // + autocvar_sys_ticrate;
setattachment(beam,self.tur_head,"tag_fire");
*/
void spawnfunc_turret_targettrigger()
{
- if (!cvar("g_turrets"))
+ if (!autocvar_g_turrets)
{
remove(self);
return;
void walker_loadcvars()
{
- walker_meele_dmg = cvar("g_turrets_unit_walker_std_meele_dmg");
- walker_meele_force = cvar("g_turrets_unit_walker_std_meele_force");
-
- walker_speed_stop = cvar("g_turrets_unit_walker_speed_stop");
- walker_speed_walk = cvar("g_turrets_unit_walker_speed_walk");
- walker_speed_run = cvar("g_turrets_unit_walker_speed_run");
- walker_speed_jump = cvar("g_turrets_unit_walker_speed_jump");
- walker_speed_roam = cvar("g_turrets_unit_walker_speed_roam");
- walker_speed_swim = cvar("g_turrets_unit_walker_speed_swim");
-
- walker_std_rocket_dmg = cvar("g_turrets_unit_walker_std_rocket_dmg");
- walker_std_rocket_radius = cvar("g_turrets_unit_walker_std_rocket_radius");
- walker_std_rocket_force = cvar("g_turrets_unit_walker_std_rocket_force");
- walker_std_rocket_speed = cvar("g_turrets_unit_walker_std_rocket_speed");
- walker_std_rocket_turnrate = cvar("g_turrets_unit_walker_std_rocket_turnrate");
+ walker_meele_dmg = autocvar_g_turrets_unit_walker_std_meele_dmg;
+ walker_meele_force = autocvar_g_turrets_unit_walker_std_meele_force;
+
+ walker_speed_stop = autocvar_g_turrets_unit_walker_speed_stop;
+ walker_speed_walk = autocvar_g_turrets_unit_walker_speed_walk;
+ walker_speed_run = autocvar_g_turrets_unit_walker_speed_run;
+ walker_speed_jump = autocvar_g_turrets_unit_walker_speed_jump;
+ walker_speed_roam = autocvar_g_turrets_unit_walker_speed_roam;
+ walker_speed_swim = autocvar_g_turrets_unit_walker_speed_swim;
+
+ walker_std_rocket_dmg = autocvar_g_turrets_unit_walker_std_rocket_dmg;
+ walker_std_rocket_radius = autocvar_g_turrets_unit_walker_std_rocket_radius;
+ walker_std_rocket_force = autocvar_g_turrets_unit_walker_std_rocket_force;
+ walker_std_rocket_speed = autocvar_g_turrets_unit_walker_std_rocket_speed;
+ walker_std_rocket_turnrate = autocvar_g_turrets_unit_walker_std_rocket_turnrate;
}
wish_angle = angleofs(self,self.enemy);
- if (self.tur_dist_enemy > cvar("g_turrets_unit_walker_std_meele_range"))
+ if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_meele_range)
return 0;
else
if (fabs(wish_angle_y) > 15)
if (self.tur_head.attack_finished_single > time)
return 0;
- if (self.tur_dist_enemy < cvar("g_turrets_unit_walker_std_rockets_range_min"))
+ if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_rockets_range_min)
return 0;
- if (self.tur_dist_enemy > cvar("g_turrets_unit_walker_std_rockets_range"))
+ if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_rockets_range)
return 0;
entity rv;
rv.cnt = 4;
rv.owner = self;
- self.tur_head.attack_finished_single = time + cvar("g_turrets_unit_walker_std_rocket_refire");
+ self.tur_head.attack_finished_single = time + autocvar_g_turrets_unit_walker_std_rocket_refire;
return 1;
}
void walker_attack()
{
sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
if (self.uzi_bulletcounter == 2)
{
self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE ;
self.aim_flags = TFL_AIM_LEAD;
- if (cvar("g_antilag_bullets"))
+ if (autocvar_g_antilag_bullets)
self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
else
self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
void racer_loadsettings()
{
- racer_power_min = cvar("g_vehicle_racer_power_min") * 0.25;
- racer_power_air = cvar("g_vehicle_racer_power_air") * 0.25;
- racer_power_solid = cvar("g_vehicle_racer_power_solid") * 0.25;
+ racer_power_min = autocvar_g_vehicle_racer_power_min * 0.25;
+ racer_power_air = autocvar_g_vehicle_racer_power_air * 0.25;
+ racer_power_solid = autocvar_g_vehicle_racer_power_solid * 0.25;
- racer_springlength = cvar("g_vehicle_racer_springlength");
- racer_anglestabilizer = cvar("g_vehicle_racer_anglestabilizer");
- racer_pitchspeed = cvar("g_vehicle_racer_pitchspeed");
- racer_turnspeed = cvar("g_vehicle_racer_turnspeed");
- racer_turnroll = cvar("g_vehicle_racer_turnroll");
- racer_speed_forward = cvar("g_vehicle_racer_speed_forward");
- racer_speed_strafe = cvar("g_vehicle_racer_speed_strafe");
+ racer_springlength = autocvar_g_vehicle_racer_springlength;
+ racer_anglestabilizer = autocvar_g_vehicle_racer_anglestabilizer;
+ racer_pitchspeed = autocvar_g_vehicle_racer_pitchspeed;
+ racer_turnspeed = autocvar_g_vehicle_racer_turnspeed;
+ racer_turnroll = autocvar_g_vehicle_racer_turnroll;
+ racer_speed_forward = autocvar_g_vehicle_racer_speed_forward;
+ racer_speed_strafe = autocvar_g_vehicle_racer_speed_strafe;
- racer_afterburn_cost = cvar("g_vehicle_racer_afterburn_cost");
+ racer_afterburn_cost = autocvar_g_vehicle_racer_afterburn_cost;
- racer_healthmax = cvar("g_vehicle_racer_health");
- racer_shieldmax = cvar("g_vehicle_racer_shield");
- racer_energymax = cvar("g_vehicle_racer_energy");
+ racer_healthmax = autocvar_g_vehicle_racer_health;
+ racer_shieldmax = autocvar_g_vehicle_racer_shield;
+ racer_energymax = autocvar_g_vehicle_racer_energy;
}
org2 = findbetterlocation (self.origin, 8);
pointparticles(particleeffectnum("laser_impact"), org2, trace_plane_normal * 1000, 1);
- RadiusDamage (self, self.realowner, cvar("g_vehicle_racer_laser_damage"), 0, cvar("g_vehicle_racer_laser_radius"), world, 150, DEATH_WAKIGUN, world);
+ RadiusDamage (self, self.realowner, autocvar_g_vehicle_racer_laser_damage, 0, autocvar_g_vehicle_racer_laser_radius, world, 150, DEATH_WAKIGUN, world);
sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
remove (self);
sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
org2 = findbetterlocation (self.origin, 16);
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
- RadiusDamage (self, self.realowner ,cvar("g_vehicle_racer_rocket_damage"), 0, cvar("g_vehicle_racer_rocket_radius"), world, 150, DEATH_WAKIROCKET, world);
+ RadiusDamage (self, self.realowner ,autocvar_g_vehicle_racer_rocket_damage, 0, autocvar_g_vehicle_racer_rocket_radius, world, 150, DEATH_WAKIROCKET, world);
remove (self);
}
bolt.think = racer_bolt_explode;
bolt.nextthink = time + 9;
bolt.bot_dodge = TRUE;
- bolt.bot_dodgerating = cvar("g_vehicle_racer_laser_damage");
+ bolt.bot_dodgerating = autocvar_g_vehicle_racer_laser_damage;
setorigin(bolt, gettaginfo(self,gettagindex(self,tagname)));
vector v;
v = normalize(self.owner.cursor_trace_endpos - bolt.origin);
v_forward_z = v_z * 0.5;
- bolt.velocity = v_forward * cvar("g_vehicle_racer_laser_speed");
+ bolt.velocity = v_forward * autocvar_g_vehicle_racer_laser_speed;
CSQCProjectile(bolt, TRUE, PROJECTILE_LASER, TRUE);
}
rocket = spawn();
setsize (rocket, '-1 -1 -1', '1 1 1');
- rocket.lip = cvar("g_vehicle_racer_rocket_accel") * sys_frametime;
- rocket.wait = cvar("g_vehicle_racer_rocket_turnrate");
+ rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
+ rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
rocket.solid = SOLID_BBOX;
rocket.movetype = MOVETYPE_FLYMISSILE;
rocket.flags = FL_PROJECTILE;
rocket.realowner = self.owner;
rocket.touch = racer_rocket_touch;
rocket.bot_dodge = TRUE;
- rocket.bot_dodgerating = cvar("g_vehicle_racer_rocket_damage");
+ rocket.bot_dodgerating = autocvar_g_vehicle_racer_rocket_damage;
setorigin(rocket, gettaginfo(self,gettagindex(self,tagname)));
/*
{
rocket.delay = vlen(rocket.enemy.origin - rocket.origin);
rocket.cnt = time + 9;
- rocket.velocity = v_forward * cvar("g_vehicle_racer_rocket_speed");
+ rocket.velocity = v_forward * autocvar_g_vehicle_racer_rocket_speed;
rocket.think = racer_rocket_think;
rocket.nextthink = time;
CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
{
*/
rocket.cnt = time + 9;
- rocket.velocity = v_forward * cvar("g_vehicle_racer_rocket_speed");
+ rocket.velocity = v_forward * autocvar_g_vehicle_racer_rocket_speed;
rocket.think = racer_rocket_groundhugger;
rocket.nextthink = time;
CSQCProjectile(rocket, TRUE, PROJECTILE_ROCKET, TRUE);
float ftmp, ftmp2;
vector df;
- if(cvar("g_vehicle_racer_reload"))
+ if(autocvar_g_vehicle_racer_reload)
{
racer_loadsettings();
cvar_set("g_vehicle_racer_reload","0");
if (player.BUTTON_JUMP)
if(racer.vehicle_energy >= (racer_afterburn_cost * frametime))
{
- racer.wait = time + cvar("g_vehicle_racer_energy_usepause");
+ racer.wait = time + autocvar_g_vehicle_racer_energy_usepause;
racer.vehicle_energy -= racer_afterburn_cost * frametime;
- df += (v_forward * cvar("g_vehicle_racer_speed_afterburn"));
+ df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
}
racer.velocity += df * frametime;
- df = (vlen(racer.velocity) * cvar("g_vehicle_racer_downforce") * v_up) * frametime;
+ df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
racer.velocity = racer.velocity - df;
player.movement = racer.velocity;
if(player.BUTTON_ATCK)
if(time > racer.attack_finished_single)
- if(racer.vehicle_energy >= cvar("g_vehicle_racer_laser_cost"))
+ if(racer.vehicle_energy >= autocvar_g_vehicle_racer_laser_cost)
{
- racer.vehicle_energy -= cvar("g_vehicle_racer_laser_cost");
- racer.wait = time + cvar("g_vehicle_racer_energy_usepause");
+ racer.vehicle_energy -= autocvar_g_vehicle_racer_laser_cost;
+ racer.wait = time + autocvar_g_vehicle_racer_energy_usepause;
if(racer.cnt)
{
racer_fire_cannon("tag_fire2");
racer.cnt = 1;
}
- racer.attack_finished_single = time + cvar("g_vehicle_racer_laser_refire");
+ racer.attack_finished_single = time + autocvar_g_vehicle_racer_laser_refire;
}
if(player.BUTTON_ATCK2)
{
racer_fire_rocket("tag_rocket_r");
racer_fire_rocket("tag_rocket_l");
- racer.delay = time + cvar("g_vehicle_racer_rocket_refire");
+ racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
racer.lip = time;
}
self.owner.effects |= EF_NODRAW;
self.owner.view_ofs = '0 0 0';
- self.owner.vehicle_health = (self.vehicle_health / cvar("g_vehicle_racer_health"));
- self.owner.vehicle_shield = (self.vehicle_shield / cvar("g_vehicle_racer_shield"));
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
setorigin(other,self.origin + '0 0 32');
other.velocity = self.velocity;
ret = spawn();
ret.enemy = self;
ret.think = racer_return;
- ret.nextthink = time + cvar("g_vehicle_racer_respawntime");
+ ret.nextthink = time + autocvar_g_vehicle_racer_respawntime;
}
}
RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
self.alpha = -1;
- self.nextthink = time + cvar("g_vehicle_racer_respawntime");
+ self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
self.think = racer_spawn;
self.movetype = MOVETYPE_NONE;
self.effects = EF_NODRAW;
ret = spawn();
ret.enemy = self;
ret.think = raptor_return;
- ret.nextthink = time + cvar("g_vehicle_racer_respawntime");
+ ret.nextthink = time + autocvar_g_vehicle_racer_respawntime;
}
}
vector df;
- if(cvar("g_vehicle_raptor_reload"))
+ if(autocvar_g_vehicle_raptor_reload)
{
raptor_loadsettings();
cvar_set("g_vehicle_raptor_reload","0");
self.owner = self.realowner;
RadiusDamage (self, self.owner,
- cvar("g_vehicle_spiderbot_rocket_damage"),
- cvar("g_vehicle_spiderbot_rocket_edgedamage"),
- cvar("g_vehicle_spiderbot_rocket_radius"), world,
- cvar("g_vehicle_spiderbot_rocket_force"), DEATH_SBROCKET, world);
+ autocvar_g_vehicle_spiderbot_rocket_damage,
+ autocvar_g_vehicle_spiderbot_rocket_edgedamage,
+ autocvar_g_vehicle_spiderbot_rocket_radius, world,
+ autocvar_g_vehicle_spiderbot_rocket_force, DEATH_SBROCKET, world);
remove (self);
}
olddir = normalize(self.velocity);
- newdir = normalize(self.pos1 - self.origin) + randomvec() * cvar("g_vehicle_spiderbot_rocket_noise");
- self.velocity = normalize(olddir + newdir * cvar("g_vehicle_spiderbot_rocket_turnrate")) * cvar("g_vehicle_spiderbot_rocket_speed");
+ newdir = normalize(self.pos1 - self.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise;
+ self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed;
UpdateCSQCProjectile(self);
crosshair_trace(self.owner);
olddir = normalize(self.velocity);
- newdir = normalize(trace_endpos - self.origin) + randomvec() * cvar("g_vehicle_spiderbot_rocket_noise");
- self.velocity = normalize(olddir + newdir * cvar("g_vehicle_spiderbot_rocket_turnrate")) * cvar("g_vehicle_spiderbot_rocket_speed");
+ newdir = normalize(trace_endpos - self.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise;
+ self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed;
UpdateCSQCProjectile(self);
rocket.classname = "spiderbot_rocket";
rocket.bot_dodge = TRUE;
- rocket.bot_dodgerating = cvar("g_vehicle_spiderbot_rocket_damage");
- rocket.cnt = time + cvar("g_vehicle_spiderbot_rocket_lifetime");
- rocket.health = cvar("g_vehicle_spiderbot_rocket_health");
+ rocket.bot_dodgerating = autocvar_g_vehicle_spiderbot_rocket_damage;
+ rocket.cnt = time + autocvar_g_vehicle_spiderbot_rocket_lifetime;
+ rocket.health = autocvar_g_vehicle_spiderbot_rocket_health;
rocket.takedamage = DAMAGE_AIM;
rocket.event_damage = spiderbot_rocket_damage;
rocket.owner = self.owner;
rocket.nextthink = time;
rocket.movetype = MOVETYPE_FLYMISSILE;
- rocket.velocity = normalize(v_forward + (v_up * 0.5) + randomvec() * 0.25) * cvar("g_vehicle_spiderbot_rocket_speed");
+ rocket.velocity = normalize(v_forward + (v_up * 0.5) + randomvec() * 0.25) * autocvar_g_vehicle_spiderbot_rocket_speed;
rocket.angles = vectoangles(rocket.velocity);
rocket.think = spiderbot_rocket_guided;
rocket.touch = spiderbot_rocket_touch;
self.tur_head.frame += 1;
if (self.tur_head.frame == 9)
- self.attack_finished_single = cvar("g_vehicle_spiderbot_rocket_reload");
+ self.attack_finished_single = autocvar_g_vehicle_spiderbot_rocket_reload;
else
- self.attack_finished_single = cvar("g_vehicle_spiderbot_rocket_refire");
+ self.attack_finished_single = autocvar_g_vehicle_spiderbot_rocket_refire;
self.gun2.cnt = time + self.attack_finished_single;
}
sound (gun, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
- fireBullet (v, v_forward, cvar("g_vehicle_spiderbot_minigun_spread"), cvar("g_vehicle_spiderbot_minigun_damage"),
- cvar("g_vehicle_spiderbot_minigun_spread"), DEATH_SBMINIGUN, 0);
+ fireBullet (v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_damage,
+ autocvar_g_vehicle_spiderbot_minigun_spread, DEATH_SBMINIGUN, 0);
UziFlash();
if((self.vehicle_reload1 == 1) || (!self.owner.BUTTON_ATCK))
{
- ftmp = 1 / cvar("g_vehicle_spiderbot_minigun_cooldown") * sys_frametime;
+ ftmp = 1 / autocvar_g_vehicle_spiderbot_minigun_cooldown * sys_frametime;
self.owner.vehicle_reload1 = max(self.owner.vehicle_reload1 - ftmp, 0);
if(self.owner.vehicle_reload1 <= 0)
self.vehicle_reload1 = 0;
self = self.vehicle;
- ftmp = cvar("g_vehicle_spiderbot_minigun_refire") / cvar("g_vehicle_spiderbot_minigun_heat");
+ ftmp = autocvar_g_vehicle_spiderbot_minigun_refire / autocvar_g_vehicle_spiderbot_minigun_heat;
self.owner.vehicle_reload1 += ftmp;
if(self.owner.vehicle_reload1 >= 1)
{
self.vehicle_reload1 = 1;
self.owner.vehicle_reload1 = 1;
- self.tur_head.attack_finished_single = cvar("g_vehicle_spiderbot_minigun_cooldown") + time;
+ self.tur_head.attack_finished_single = autocvar_g_vehicle_spiderbot_minigun_cooldown + time;
}
else
- self.tur_head.attack_finished_single = cvar("g_vehicle_spiderbot_minigun_refire") + time;
+ self.tur_head.attack_finished_single = autocvar_g_vehicle_spiderbot_minigun_refire + time;
}
self = self.owner;
if(ad_y < -180) ad_y += 360;
// Rotate head
- ftmp = cvar("g_vehicle_spiderbot_head_turnspeed") * sys_frametime;
+ ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * sys_frametime;
ad_y = bound(-ftmp, ad_y, ftmp);
- spider.tur_head.angles_y = bound(cvar("g_vehicle_spiderbot_head_turnlimit") * -1, spider.tur_head.angles_y + ad_y, cvar("g_vehicle_spiderbot_head_turnlimit"));
+ spider.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, spider.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit);
// Pitch head
- ftmp = cvar("g_vehicle_spiderbot_head_pitchspeed") * sys_frametime;
+ ftmp = autocvar_g_vehicle_spiderbot_head_pitchspeed * sys_frametime;
ad_x = bound(-ftmp, ad_x, ftmp);
- spider.tur_head.angles_x = bound(cvar("g_vehicle_spiderbot_head_pitchlimit_down"), spider.tur_head.angles_x + ad_x, cvar("g_vehicle_spiderbot_head_pitchlimit_up"));
+ spider.tur_head.angles_x = bound(autocvar_g_vehicle_spiderbot_head_pitchlimit_down, spider.tur_head.angles_x + ad_x, autocvar_g_vehicle_spiderbot_head_pitchlimit_up);
// Turn Body
- ftmp = cvar("g_vehicle_spiderbot_turnspeed") * sys_frametime;
+ ftmp = autocvar_g_vehicle_spiderbot_turnspeed * sys_frametime;
ftmp = bound(-ftmp, spider.tur_head.angles_y, ftmp);
self = spider;
{
if(vlen(player.movement) == 0)
{
- movelib_beak_simple(cvar("g_vehicle_spiderbot_speed_stop"));
+ movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
spider.frame = 5;
}
else
spider.frame = 1;
}
player.movement_y = 0;
- movelib_move_simple(normalize(v_forward * player.movement_x),cvar("g_vehicle_spiderbot_speed_walk"),cvar("g_vehicle_spiderbot_movement_inertia"));
+ movelib_move_simple(normalize(v_forward * player.movement_x),autocvar_g_vehicle_spiderbot_speed_walk,autocvar_g_vehicle_spiderbot_movement_inertia);
}
else if(player.movement_y != 0)
{
player.movement_y = 1;
spider.frame = 3;
}
- movelib_move_simple(normalize(v_right * player.movement_y),cvar("g_vehicle_spiderbot_speed_strafe"),cvar("g_vehicle_spiderbot_movement_inertia"));
+ movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
}
}
void spiderbot_think()
{
if(self.flags & FL_ONGROUND)
- movelib_beak_simple(cvar("g_vehicle_spiderbot_speed_stop"));
+ movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
self.nextthink = time;
}
self.owner.vehicle = self;
self.owner.event_damage = SUB_Null;
self.owner.hud = HUD_SPIDERBOT;
- self.owner.vehicle_health = (self.vehicle_health / cvar("g_vehicle_spiderbot_health"));
- self.owner.vehicle_shield = (self.vehicle_shield / cvar("g_vehicle_spiderbot_shield"));
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health);
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield);
self.owner.view_ofs = '0 0 0';
self.owner.vehicle_ammo1 = self.vehicle_ammo1;
self.owner.vehicle_ammo2 = self.vehicle_ammo2;
//todo: add check for velocity/angle here (so we dont cush players runing into us from behind)
- Damage(other,self,self.owner,cvar("g_vehicle_spiderbot_crush_dmg"),DEATH_SBCRUSH,'0 0 0', normalize(other.origin - self.origin) * cvar("g_vehicle_spiderbot_crush_force") );
+ Damage(other,self,self.owner,autocvar_g_vehicle_spiderbot_crush_dmg,DEATH_SBCRUSH,'0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicle_spiderbot_crush_force );
return;
}
RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_SBBLOWUP, world);
self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
- self.nextthink = time + cvar("g_vehicle_spiderbot_respawntime");
+ self.nextthink = time + autocvar_g_vehicle_spiderbot_respawntime;
self.think = spiderbot_spawn;
self.movetype = MOVETYPE_NONE;
GetKickVoteVictim_newcommand = strcat(argv(0), " # ", ftos(num_for_edict(e)));
if(argv(0) == "kickban")
{
- GetKickVoteVictim_newcommand = strcat(GetKickVoteVictim_newcommand, " ", ftos(cvar("g_ban_default_bantime")), " ", ftos(cvar("g_ban_default_masksize")), " ", reason);
+ GetKickVoteVictim_newcommand = strcat(GetKickVoteVictim_newcommand, " ", ftos(autocvar_g_ban_default_bantime), " ", ftos(autocvar_g_ban_default_masksize), " ", reason);
}
else if(argv(0) == "kick")
{
print_to(e, "^1No vote called.");
}
} else if(argv(1) == "call") {
- if(!e || cvar("sv_vote_call")) {
- if(cvar("sv_vote_nospectators") && e && e.classname != "player") {
+ if(!e || autocvar_sv_vote_call) {
+ if(autocvar_sv_vote_nospectators && e && e.classname != "player") {
print_to(e, "^1Error: Only players can call a vote."); // TODO invent a cvar name for allowing votes by spectators during warmup anyway
}
else if(timeoutStatus) { //don't allow a vote call during a timeout
votecalledvote_display = strzone(RemapVote_display);
votecalled = TRUE;
votecalledmaster = FALSE;
- votefinished = time + cvar("sv_vote_timeout");
+ votefinished = time + autocvar_sv_vote_timeout;
votecaller = e; // remember who called the vote
if(e) {
e.vote_vote = 1; // of course you vote yes
- e.vote_next = time + cvar("sv_vote_wait");
+ e.vote_next = time + autocvar_sv_vote_wait;
}
bprint("\{1}^2* ^3", VoteNetname(votecaller), "^2 calls a vote for ", votecalledvote_display, "\n");
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vcall:", ftos(votecaller.playerid), ":", votecalledvote_display));
VoteCount(); // needed if you are the only one
Nagger_VoteChanged();
print_to(e, "^1You are not allowed to stop that Vote.");
}
} else if(argv(1) == "master") {
- if(cvar("sv_vote_master")) {
+ if(autocvar_sv_vote_master) {
if(votecalled) {
print_to(e, "^1There is already a vote called.");
} else {
votecalledmaster = TRUE;
votecalledvote = strzone("XXX");
votecalledvote_display = strzone("^3master");
- votefinished = time + cvar("sv_vote_timeout");
+ votefinished = time + autocvar_sv_vote_timeout;
votecaller = e; // remember who called the vote
if(e) {
e.vote_vote = 1; // of course you vote yes
- e.vote_next = time + cvar("sv_vote_wait");
+ e.vote_next = time + autocvar_sv_vote_wait;
}
bprint("\{1}^2* ^3", VoteNetname(votecaller), "^2 calls a vote to become ^3master^2.\n");
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vcall:", ftos(votecaller.playerid), ":", votecalledvote_display));
VoteCount(); // needed if you are the only one
Nagger_VoteChanged();
print_to(e, "Syntax error in command. See 'vhelp' for more info.");
} else if(RemapVote(dovote, "vdo", e)) { // strcat seems to be necessary
bprint("\{1}^2* ^3", VoteNetname(e), "^2 used their ^3master^2 status to do \"^2", RemapVote_display, "^2\".\n");
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vdo:", ftos(e.playerid), ":", RemapVote_display));
localcmd(strcat(RemapVote_vote, "\n"));
} else {
}
} else if(argv(1) == "login") {
local string masterpwd;
- masterpwd = cvar_string("sv_vote_master_password");
+ masterpwd = autocvar_sv_vote_master_password;
if(masterpwd != "") {
local float granted;
granted = (masterpwd == argv(2));
if(granted) {
print("Accepted master login from ", VoteNetname(e), "\n");
bprint("\{1}^2* ^3", VoteNetname(e), "^2 logged in as ^3master^2\n");
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vlogin:", ftos(e.playerid)));
}
else
} else if (!e) {
print_to(e, "^1You can't vote from the server console.");
} else if(e.vote_vote == 0
- || cvar("sv_vote_change")) {
+ || autocvar_sv_vote_change) {
msg_entity = e;
VoteDialog_UpdateHighlight(1);
print_to(e, "^1You accepted the vote.");
e.vote_vote = 1;
centerprint_expire(e, CENTERPRIO_VOTE);
- if(!cvar("sv_vote_singlecount")) {
+ if(!autocvar_sv_vote_singlecount) {
VoteCount();
}
} else {
} else if (!e) {
print_to(e, "^1You can't vote from the server console.");
} else if(e.vote_vote == 0
- || cvar("sv_vote_change")) {
+ || autocvar_sv_vote_change) {
msg_entity = e;
VoteDialog_UpdateHighlight(2);
print_to(e, "^1You rejected the vote.");
e.vote_vote = -1;
centerprint_expire(e, CENTERPRIO_VOTE);
- if(!cvar("sv_vote_singlecount")) {
+ if(!autocvar_sv_vote_singlecount) {
VoteCount();
}
} else {
} else if (!e) {
print_to(e, "^1You can't vote from the server console.");
} else if(e.vote_vote == 0
- || cvar("sv_vote_change")) {
+ || autocvar_sv_vote_change) {
msg_entity = e;
VoteDialog_UpdateHighlight(3);
print_to(e, "^1You abstained from your vote.");
e.vote_vote = -2;
centerprint_expire(e, CENTERPRIO_VOTE);
- if(!cvar("sv_vote_singlecount")) {
+ if(!autocvar_sv_vote_singlecount) {
VoteCount();
}
} else {
void VoteHelp(entity e) {
local string vmasterdis;
- if(!cvar("sv_vote_master")) {
+ if(!autocvar_sv_vote_master) {
vmasterdis = " ^1(disabled)";
}
local string vlogindis;
- if("" == cvar_string("sv_vote_master_password")) {
+ if("" == autocvar_sv_vote_master_password) {
vlogindis = " ^1(disabled)";
}
local string vcalldis;
- if(!cvar("sv_vote_call")) {
+ if(!autocvar_sv_vote_call) {
vcalldis = " ^1(disabled)";
}
print_to(e, "^7\"^2yes^7\", \"^2no^7\", \"^2abstain^7\" and \"^2dontcare^7\" to make your vote.");
print_to(e, "^7If enough of the players vote yes the vote is accepted.");
print_to(e, "^7If enough of the players vote no the vote is rejected.");
- print_to(e, strcat("^7If neither the vote will timeout after ", ftos(cvar("sv_vote_timeout")), "^7 seconds."));
+ print_to(e, strcat("^7If neither the vote will timeout after ", ftos(autocvar_sv_vote_timeout), "^7 seconds."));
print_to(e, "^7You can call a vote for or execute these commands:");
- print_to(e, strcat("^3", cvar_string("sv_vote_commands"), "^7 and maybe further ^3arguments^7"));
+ print_to(e, strcat("^3", autocvar_sv_vote_commands, "^7 and maybe further ^3arguments^7"));
}
string VoteNetname(entity e)
if(e) {
return e.netname;
} else {
- if(cvar_string("sv_adminnick") != "") {
- return cvar_string("sv_adminnick");
+ if(autocvar_sv_adminnick != "") {
+ return autocvar_sv_adminnick;
} else {
- return cvar_string("hostname");
+ return autocvar_hostname;
}
}
}
print_to(e, "This map is not available on this server.");
return string_null;
}
- if(!cvar("sv_vote_override_mostrecent"))
+ if(!autocvar_sv_vote_override_mostrecent)
if(Map_IsRecent(m))
{
print_to(e, "This server does not allow for recent maps to be played again. Please be patient for some rounds.");
}
float VoteAllowed(string votecommand, string cmd) {
- if(VoteCommandInList(votecommand, cvar_string("sv_vote_commands")))
+ if(VoteCommandInList(votecommand, autocvar_sv_vote_commands))
return TRUE;
if(cmd == "vdo")
{
- if(VoteCommandInList(votecommand, cvar_string("sv_vote_master_commands")))
+ if(VoteCommandInList(votecommand, autocvar_sv_vote_master_commands))
return TRUE;
}
else
{
- if(VoteCommandInList(votecommand, cvar_string("sv_vote_only_commands")))
+ if(VoteCommandInList(votecommand, autocvar_sv_vote_only_commands))
return TRUE;
}
void VoteStop(entity stopper) {
bprint("\{1}^2* ^3", VoteNetname(stopper), "^2 stopped ^3", VoteNetname(votecaller), "^2's vote\n");
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vstop:", ftos(stopper.playerid)));
if(stopper == votecaller) {
// no wait for next vote so you can correct your vote
if(votecaller) {
- votecaller.vote_next = time + cvar("sv_vote_stop");
+ votecaller.vote_next = time + autocvar_sv_vote_stop;
}
}
VoteReset();
s = strcat(s, ftos(notvoters), "^2 didn't have to vote\n");
}
bprint(s);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
{
s = strcat(":vote:v", result, ":", ftos(yescount));
s = strcat(s, ":", ftos(nocount));
}
//in tournament mode, if we have at least one player then don't make the vote dependent on spectators (so specs don't have to press F1)
- if(cvar("sv_vote_nospectators"))
+ if(autocvar_sv_vote_nospectators)
if(realplayercount > 0) {
yescount = realplayeryescount;
nocount = realplayernocount;
}
float votefactor, simplevotefactor;
- votefactor = bound(0.5, cvar("sv_vote_majority_factor"), 0.999);
- simplevotefactor = cvar("sv_vote_simple_majority_factor");
+ votefactor = bound(0.5, autocvar_sv_vote_majority_factor, 0.999);
+ simplevotefactor = autocvar_sv_vote_simple_majority_factor;
float needed;
needed = floor((playercount - abstaincount) * max(votefactor, simplevotefactor)) + 1;
VoteDialog_Update(MSG_ALL, yescount, nocount, needed);
float W_CampingRifle_CheckMaxBullets(float checkammo)
{
float maxbulls;
- maxbulls = cvar("g_balance_campingrifle_magazinecapacity");
+ maxbulls = autocvar_g_balance_campingrifle_magazinecapacity;
if(!maxbulls)
maxbulls = 8; // match HUD
if(checkammo)
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- maxbulls = min(maxbulls, floor(self.ammo_nails / min(cvar("g_balance_campingrifle_primary_ammo"), cvar("g_balance_campingrifle_secondary_ammo"))));
- if(self.campingrifle_bulletcounter > maxbulls || !cvar("g_balance_campingrifle_magazinecapacity"))
+ maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_campingrifle_primary_ammo, autocvar_g_balance_campingrifle_secondary_ammo)));
+ if(self.campingrifle_bulletcounter > maxbulls || !autocvar_g_balance_campingrifle_magazinecapacity)
self.campingrifle_bulletcounter = maxbulls;
return (self.campingrifle_bulletcounter == maxbulls);
}
void W_CampingRifle_ReloadedAndReady()
{
float t;
- self.campingrifle_bulletcounter = cvar("g_balance_campingrifle_magazinecapacity");
+ self.campingrifle_bulletcounter = autocvar_g_balance_campingrifle_magazinecapacity;
W_CampingRifle_CheckMaxBullets(TRUE);
- t = ATTACK_FINISHED(self) - cvar("g_balance_campingrifle_reloadtime") - 1;
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_campingrifle_reloadtime - 1;
ATTACK_FINISHED(self) = t;
w_ready();
}
W_CampingRifle_CheckMaxBullets(TRUE);
- if(self.ammo_nails < min(cvar("g_balance_campingrifle_primary_ammo"), cvar("g_balance_campingrifle_secondary_ammo"))) // when we get here, bulletcounter must be 0 or -1
+ if(self.ammo_nails < min(autocvar_g_balance_campingrifle_primary_ammo, autocvar_g_balance_campingrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
{
print("cannot reload... not enough bullets\n");
self.campingrifle_bulletcounter = -1; // reload later
return 0;
}
- if (self.campingrifle_bulletcounter >= cvar("g_balance_campingrifle_magazinecapacity"))
+ if (self.campingrifle_bulletcounter >= autocvar_g_balance_campingrifle_magazinecapacity)
return 0;
if (self.weaponentity)
sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + cvar("g_balance_campingrifle_reloadtime") + 1;
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_campingrifle_reloadtime + 1;
ATTACK_FINISHED(self) = t;
- weapon_thinkf(WFRAME_RELOAD, cvar("g_balance_campingrifle_reloadtime"), W_CampingRifle_ReloadedAndReady);
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_campingrifle_reloadtime, W_CampingRifle_ReloadedAndReady);
self.campingrifle_bulletcounter = -1;
self.ammo_nails -= pAmmo;
if(deathtype & HITTYPE_SECONDARY)
- W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_secondary_damage") + cvar("g_balance_campingrifle_secondary_headshotaddeddamage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_campingrifle_secondary_damage + autocvar_g_balance_campingrifle_secondary_headshotaddeddamage);
else
- W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_primary_damage") + cvar("g_balance_campingrifle_primary_headshotaddeddamage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_campingrifle_primary_damage + autocvar_g_balance_campingrifle_primary_headshotaddeddamage);
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
}
if(deathtype & HITTYPE_SECONDARY)
- fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (cvar("g_balance_campingrifle_secondary_tracer") ? EF_RED : EF_BLUE), 1, pBulletConstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_campingrifle_secondary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
else
- fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (cvar("g_balance_campingrifle_primary_tracer") ? EF_RED : EF_BLUE), 1, pBulletConstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_campingrifle_primary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
endFireBallisticBullet();
- if (cvar("g_casings") >= 2)
+ if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
self.campingrifle_bulletcounter = self.campingrifle_bulletcounter - 1;
void W_CampingRifle_Attack()
{
- W_CampingRifle_FireBullet(cvar("g_balance_campingrifle_primary_spread"), cvar("g_balance_campingrifle_primary_damage"), cvar("g_balance_campingrifle_primary_headshotaddeddamage"), cvar("g_balance_campingrifle_primary_force"), cvar("g_balance_campingrifle_primary_speed"), cvar("g_balance_campingrifle_primary_lifetime"), cvar("g_balance_campingrifle_primary_ammo"), WEP_CAMPINGRIFLE, cvar("g_balance_campingrifle_primary_bulletconstant"));
+ W_CampingRifle_FireBullet(autocvar_g_balance_campingrifle_primary_spread, autocvar_g_balance_campingrifle_primary_damage, autocvar_g_balance_campingrifle_primary_headshotaddeddamage, autocvar_g_balance_campingrifle_primary_force, autocvar_g_balance_campingrifle_primary_speed, autocvar_g_balance_campingrifle_primary_lifetime, autocvar_g_balance_campingrifle_primary_ammo, WEP_CAMPINGRIFLE, autocvar_g_balance_campingrifle_primary_bulletconstant);
}
void W_CampingRifle_Attack2()
{
- W_CampingRifle_FireBullet(cvar("g_balance_campingrifle_secondary_spread"), cvar("g_balance_campingrifle_secondary_damage"), cvar("g_balance_campingrifle_secondary_headshotaddeddamage"), cvar("g_balance_campingrifle_secondary_force"), cvar("g_balance_campingrifle_secondary_speed"), cvar("g_balance_campingrifle_secondary_lifetime"), cvar("g_balance_campingrifle_secondary_ammo"), WEP_CAMPINGRIFLE | HITTYPE_SECONDARY, cvar("g_balance_campingrifle_secondary_bulletconstant"));
+ W_CampingRifle_FireBullet(autocvar_g_balance_campingrifle_secondary_spread, autocvar_g_balance_campingrifle_secondary_damage, autocvar_g_balance_campingrifle_secondary_headshotaddeddamage, autocvar_g_balance_campingrifle_secondary_force, autocvar_g_balance_campingrifle_secondary_speed, autocvar_g_balance_campingrifle_secondary_lifetime, autocvar_g_balance_campingrifle_secondary_ammo, WEP_CAMPINGRIFLE | HITTYPE_SECONDARY, autocvar_g_balance_campingrifle_secondary_bulletconstant);
}
void spawnfunc_weapon_campingrifle (void)
self.bot_secondary_campingriflemooth = 0;
if(self.bot_secondary_campingriflemooth == 0)
{
- if(bot_aim(cvar("g_balance_campingrifle_primary_speed"), 0, cvar("g_balance_campingrifle_primary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_campingrifle_primary_speed, 0, autocvar_g_balance_campingrifle_primary_lifetime, TRUE))
{
self.BUTTON_ATCK = TRUE;
if(random() < 0.01) self.bot_secondary_campingriflemooth = 1;
}
else
{
- if(bot_aim(cvar("g_balance_campingrifle_secondary_speed"), 0, cvar("g_balance_campingrifle_secondary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_campingrifle_secondary_speed, 0, autocvar_g_balance_campingrifle_secondary_lifetime, TRUE))
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.03) self.bot_secondary_campingriflemooth = 0;
}
else
{
- self.campingrifle_accumulator = bound(time - cvar("g_balance_campingrifle_bursttime"), self.campingrifle_accumulator, time);
+ self.campingrifle_accumulator = bound(time - autocvar_g_balance_campingrifle_bursttime, self.campingrifle_accumulator, time);
if (self.BUTTON_ATCK)
- if (weapon_prepareattack_check(0, cvar("g_balance_campingrifle_primary_refire")))
- if (time >= self.campingrifle_accumulator + cvar("g_balance_campingrifle_primary_burstcost"))
+ if (weapon_prepareattack_check(0, autocvar_g_balance_campingrifle_primary_refire))
+ if (time >= self.campingrifle_accumulator + autocvar_g_balance_campingrifle_primary_burstcost)
{
- weapon_prepareattack_do(0, cvar("g_balance_campingrifle_primary_refire"));
- W_CampingRifle_BulletHail(cvar("g_balance_campingrifle_primary_bullethail"), W_CampingRifle_Attack, WFRAME_FIRE1, cvar("g_balance_campingrifle_primary_animtime"), cvar("g_balance_campingrifle_primary_refire"));
- self.campingrifle_accumulator += cvar("g_balance_campingrifle_primary_burstcost");
+ weapon_prepareattack_do(0, autocvar_g_balance_campingrifle_primary_refire);
+ W_CampingRifle_BulletHail(autocvar_g_balance_campingrifle_primary_bullethail, W_CampingRifle_Attack, WFRAME_FIRE1, autocvar_g_balance_campingrifle_primary_animtime, autocvar_g_balance_campingrifle_primary_refire);
+ self.campingrifle_accumulator += autocvar_g_balance_campingrifle_primary_burstcost;
}
if (self.BUTTON_ATCK2)
{
- if (cvar("g_balance_campingrifle_secondary"))
+ if (autocvar_g_balance_campingrifle_secondary)
{
- if (weapon_prepareattack_check(1, cvar("g_balance_campingrifle_secondary_refire")))
- if (time >= self.campingrifle_accumulator + cvar("g_balance_campingrifle_secondary_burstcost"))
+ if (weapon_prepareattack_check(1, autocvar_g_balance_campingrifle_secondary_refire))
+ if (time >= self.campingrifle_accumulator + autocvar_g_balance_campingrifle_secondary_burstcost)
{
- weapon_prepareattack_do(1, cvar("g_balance_campingrifle_secondary_refire"));
- W_CampingRifle_BulletHail(cvar("g_balance_campingrifle_secondary_bullethail"), W_CampingRifle_Attack2, WFRAME_FIRE2, cvar("g_balance_campingrifle_secondary_animtime"), cvar("g_balance_campingrifle_primary_refire"));
- self.campingrifle_accumulator += cvar("g_balance_campingrifle_secondary_burstcost");
+ weapon_prepareattack_do(1, autocvar_g_balance_campingrifle_secondary_refire);
+ W_CampingRifle_BulletHail(autocvar_g_balance_campingrifle_secondary_bullethail, W_CampingRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_campingrifle_secondary_animtime, autocvar_g_balance_campingrifle_primary_refire);
+ self.campingrifle_accumulator += autocvar_g_balance_campingrifle_secondary_burstcost;
}
}
}
weapon_setup(WEP_CAMPINGRIFLE);
full = W_CampingRifle_CheckMaxBullets(TRUE);
- if(cvar("g_balance_campingrifle_auto_reload_on_switch"))
+ if(autocvar_g_balance_campingrifle_auto_reload_on_switch)
if(!full)
self.campingrifle_bulletcounter = -1;
}
else if (req == WR_CHECKAMMO1)
- return self.ammo_nails >= cvar("g_balance_campingrifle_primary_ammo");
+ return self.ammo_nails >= autocvar_g_balance_campingrifle_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_nails >= cvar("g_balance_campingrifle_secondary_ammo");
+ return self.ammo_nails >= autocvar_g_balance_campingrifle_secondary_ammo;
else if (req == WR_RELOAD)
{
W_CampingRifle_Reload();
}
else if (req == WR_RESETPLAYER)
{
- self.campingrifle_accumulator = time - cvar("g_balance_campingrifle_bursttime");
- self.campingrifle_bulletcounter = cvar("g_balance_campingrifle_magazinecapacity");
+ self.campingrifle_accumulator = time - autocvar_g_balance_campingrifle_bursttime;
+ self.campingrifle_bulletcounter = autocvar_g_balance_campingrifle_magazinecapacity;
W_CampingRifle_CheckMaxBullets(FALSE);
}
return TRUE;
// maxdist = 0.5 * v0 * v0 / constant
// dprint("max dist = ", ftos(maxdist), "\n");
- if(maxdist <= cvar("g_ballistics_mindistance"))
+ if(maxdist <= autocvar_g_ballistics_mindistance)
return 0;
traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
- dst = max(cvar("g_ballistics_mindistance"), vlen(trace_endpos - self.origin));
+ dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
// E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
Es_m = E0_m - constant * dst;
if(Es_m <= 0)
entity pl, oldself;
float antilagging;
- antilagging = (cvar("g_antilag_bullets") && (pSpeed >= cvar("g_antilag_bullets")));
+ antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
entity proj;
proj = spawn();
proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
proj.angles = vectoangles(proj.velocity);
- proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
+ proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
// so: bulletconstant = bullet mass / area of bullet circle
setorigin(proj, start);
proj.flags = FL_PROJECTILE;
lag = 0;
if(clienttype(self) != CLIENTTYPE_REAL)
lag = 0;
- if(cvar("g_antilag") == 0 || self.cvar_cl_noantilag)
+ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
- RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
if(e.queuenext != e2)
W_Crylink_LinkExplode(e.queuenext, e2);
{
if(e.projectiledeathtype & HITTYPE_SECONDARY)
{
- if(cvar("g_balance_crylink_secondary_joinexplode"))
+ if(autocvar_g_balance_crylink_secondary_joinexplode)
{
- n = n / cvar("g_balance_crylink_secondary_shots");
- RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n,
- cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_secondary_joinexplode_radius") * n, e.realowner,
- cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
+ n = n / autocvar_g_balance_crylink_secondary_shots;
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
+ autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
+ autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
+ autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
else
{
- if(cvar("g_balance_crylink_primary_joinexplode"))
+ if(autocvar_g_balance_crylink_primary_joinexplode)
{
- n = n / cvar("g_balance_crylink_primary_shots");
- RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n,
- cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_primary_joinexplode_radius") * n, e.realowner,
- cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
+ n = n / autocvar_g_balance_crylink_primary_shots;
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
+ autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
if(finalhit)
f = 1;
else
- f = cvar("g_balance_crylink_primary_bouncedamagefactor");
+ f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
if(a)
f *= a;
- if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_primary_linkexplode"))
+ if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode)
{
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
if(finalhit)
f = 1;
else
- f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
+ f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
if(a)
f *= a;
- if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_secondary_linkexplode"))
+ if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode)
{
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
float maxdmg;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
- maxdmg = cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots");
- maxdmg *= 1 + cvar("g_balance_crylink_primary_bouncedamagefactor") * cvar("g_balance_crylink_primary_bounces");
- if(cvar("g_balance_crylink_primary_joinexplode"))
- maxdmg += cvar("g_balance_crylink_primary_joinexplode_damage");
+ maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
+ maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
+ if(autocvar_g_balance_crylink_primary_joinexplode)
+ maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = cvar("g_balance_crylink_primary_shots");
+ shots = autocvar_g_balance_crylink_primary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = world;
while (counter < shots)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0, FALSE);
+ s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == 0)
{
- proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
}
else
{
- proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
}
- proj.cnt = cvar("g_balance_crylink_primary_bounces");
+ proj.cnt = autocvar_g_balance_crylink_primary_bounces;
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
float maxdmg;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
- maxdmg = cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots");
- maxdmg *= 1 + cvar("g_balance_crylink_secondary_bouncedamagefactor") * cvar("g_balance_crylink_secondary_bounces");
- if(cvar("g_balance_crylink_secondary_joinexplode"))
- maxdmg += cvar("g_balance_crylink_secondary_joinexplode_damage");
+ maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
+ maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
+ if(autocvar_g_balance_crylink_secondary_joinexplode)
+ maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
- shots = cvar("g_balance_crylink_secondary_shots");
+ shots = autocvar_g_balance_crylink_secondary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = world;
while (counter < shots)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0, FALSE);
+ W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch2;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
{
- proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
}
else
{
- proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
}
- proj.cnt = cvar("g_balance_crylink_secondary_bounces");
+ proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
if (req == WR_AIM)
{
if (random() > 0.15)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
{
if (!self.crylink_waitrelease)
- if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
{
W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
- if(cvar("g_balance_crylink_primary_joinspread") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
+ if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
self.crylink_waitrelease = 1;
}
}
- else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
+ else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
if (!self.crylink_waitrelease)
- if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
{
W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
- if(cvar("g_balance_crylink_secondary_joinspread") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
+ if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
self.crylink_waitrelease = 2;
}
}
if(self.crylink_waitrelease == 1)
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspread") * cvar("g_balance_crylink_primary_speed"), cvar("g_balance_crylink_primary_jointime"));
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
}
else
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspread") * cvar("g_balance_crylink_secondary_speed"), cvar("g_balance_crylink_secondary_jointime"));
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
}
linkjoineffect = spawn();
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
}
else if (req == WR_CHECKAMMO2)
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
}
return TRUE;
};
e.takedamage = DAMAGE_NO;
e.classname = "plasma_chain";
e.think = W_Plasma_Explode_Combo;
- e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
+ e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
}
e = e.chain;
}
self.takedamage = DAMAGE_NO;
if (self.movetype == MOVETYPE_BOUNCE)
{
- RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
}
else
{
- W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
- RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner);
+ RadiusDamage (self, self.owner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
}
remove (self);
void W_Plasma_Explode_Combo (void)
{
- W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner);
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
+ RadiusDamage (self, self.owner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
remove (self);
}
self.owner = inflictor.owner;
self.classname = "plasma_chain";
self.think = W_Plasma_Explode_Combo;
- self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
+ self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
}
else
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma_prim";
proj.owner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
- proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
+ proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
proj.movetype = MOVETYPE_FLY;
W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
proj.angles = vectoangles(proj.velocity);
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
- proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
+ proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
+ proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
proj.touch = W_Plasma_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
- proj.health = cvar("g_balance_electro_secondary_health");
+ proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
+ proj.health = autocvar_g_balance_electro_secondary_health;
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
- proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
- proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop");
+ proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
+ proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
#if 0
entity p2;
if(sf & 1)
{
WriteByte(MSG_ENTITY, num_for_edict(self.owner));
- WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
+ WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
}
if(sf & 2)
{
dt = frametime;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(cvar("g_balance_electro_primary_ammo"))
+ if(autocvar_g_balance_electro_primary_ammo)
{
- dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
}
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
if(trace_ent)
{
vector force;
- force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+ force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
- f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+ f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_ELECTRO, 0, cvar("g_balance_electro_primary_damage") * dt * f);
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+ accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
}
- W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
// draw effect
if(w_shotorg != self.hook_start)
beam.movetype = MOVETYPE_NONE;
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
- beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+ beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
oldself = self;
{
W_Electro_Attack2();
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
return;
}
self.bot_secondary_electromooth = 0;
if(self.bot_secondary_electromooth == 0)
{
- if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
+ if(bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE))
{
self.BUTTON_ATCK = TRUE;
if(random() < 0.01) self.bot_secondary_electromooth = 1;
}
else
{
- if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.03) self.bot_secondary_electromooth = 0;
{
if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
+ if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
{
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
if ((!self.lgbeam) || wasfreed(self.lgbeam))
{
{
W_Electro_Attack();
}
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
}
} else {
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
if (self.BUTTON_ATCK_prev != 0)
{
- ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
}
self.BUTTON_ATCK_prev = 0;
}
if (self.BUTTON_ATCK2)
if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
{
W_Electro_Attack2();
- self.electro_count = cvar("g_balance_electro_secondary_count");
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
- self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
+ self.electro_count = autocvar_g_balance_electro_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2;
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/electro_fire2.wav");
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
precache_sound ("weapons/lgbeam_fire.wav");
}
weapon_setup(WEP_ELECTRO);
else if (req == WR_CHECKAMMO1)
{
- if(cvar("g_balance_electro_lightning"))
- return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
+ if(autocvar_g_balance_electro_lightning)
+ return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
else
- return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
}
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;
// 1. dist damage
d = (self.owner.health + self.owner.armorvalue);
- RadiusDamage (self, self.realowner, cvar("g_balance_fireball_primary_damage"), cvar("g_balance_fireball_primary_edgedamage"), cvar("g_balance_fireball_primary_radius"), world, cvar("g_balance_fireball_primary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
{
- modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, cvar("g_balance_fireball_primary_bfgradius"), 0.2, 0.05, 0.25);
+ modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
- for(e = findradius(self.origin, cvar("g_balance_fireball_primary_bfgradius")); e; e = e.chain)
+ for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
{
// can we see fireball?
if(/* trace_startsolid || */ trace_fraction != 1)
continue;
dist = vlen(self.origin - e.origin - e.view_ofs);
- points = (1 - sqrt(dist / cvar("g_balance_fireball_primary_bfgradius")));
+ points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
if(points <= 0)
continue;
dir = normalize(e.origin + e.view_ofs - self.origin);
if(accuracy_isgooddamage(self.realowner, e))
- accuracy_add(self.realowner, WEP_FIREBALL, 0, cvar("g_balance_fireball_primary_bfgdamage") * points);
+ accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
- Damage(e, self, self.realowner, cvar("g_balance_fireball_primary_bfgdamage") * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, cvar("g_balance_fireball_primary_bfgforce") * dir);
+ Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
}
}
return;
}
- W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_primary_laserradius"), cvar("g_balance_fireball_primary_laserdamage"), cvar("g_balance_fireball_primary_laseredgedamage"), cvar("g_balance_fireball_primary_laserburntime"));
+ W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
self.nextthink = time + 0.1;
}
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, cvar("g_balance_fireball_primary_damage") + cvar("g_balance_fireball_primary_bfgdamage"));
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma_prim";
proj.owner = proj.realowner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_fireball_primary_damage");
- proj.pushltime = time + cvar("g_balance_fireball_primary_lifetime");
+ proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
+ proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
proj.use = W_Fireball_Explode;
proj.think = W_Fireball_Think;
proj.nextthink = time;
- proj.health = cvar("g_balance_fireball_primary_health");
+ proj.health = autocvar_g_balance_fireball_primary_health;
proj.team = self.team;
proj.event_damage = W_Fireball_Damage;
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = cvar("g_balance_fireball_primary_damageforcescale");
+ proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_FIREBALL;
setorigin(proj, w_shotorg);
void W_Fireball_Attack1_Frame4()
{
W_Fireball_Attack1();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
}
void W_Fireball_Attack1_Frame3()
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame4);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
}
void W_Fireball_Attack1_Frame2()
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame3);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
}
void W_Fireball_Attack1_Frame1()
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame2);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
}
void W_Fireball_Attack1_Frame0()
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_primary_ammo");
+ self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo;
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame1);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
}
void W_Firemine_Think()
// make it "hot" once it leaves its owner
if(self.owner)
{
- if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > cvar("g_balance_fireball_secondary_laserradius"))
+ if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
{
self.cnt += 1;
if(self.cnt == 3)
self.cnt = 0;
}
- W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_secondary_laserradius"), cvar("g_balance_fireball_secondary_laserdamage"), cvar("g_balance_fireball_secondary_laseredgedamage"), cvar("g_balance_fireball_secondary_laserburntime"));
+ W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
self.nextthink = time + 0.1;
}
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, self.realowner, cvar("g_balance_fireball_secondary_damage"), cvar("g_balance_fireball_secondary_damagetime"), self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
+ if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
{
remove(self);
return;
float c;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_secondary_ammo");
+ self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo;
c = mod(self.bulletcounter, 4);
switch(c)
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, cvar("g_balance_fireball_secondary_damage"));
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage);
traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
proj.owner = proj.realowner = self;
proj.classname = "grenade";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_fireball_secondary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
proj.movetype = MOVETYPE_BOUNCE;
proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
proj.touch = W_Firemine_Touch;
setorigin(proj, w_shotorg);
proj.think = W_Firemine_Think;
proj.nextthink = time;
- proj.damageforcescale = cvar("g_balance_fireball_secondary_damageforcescale");
- proj.pushltime = time + cvar("g_balance_fireball_secondary_lifetime");
+ proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
+ proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
proj.angles = vectoangles(proj.velocity);
self.BUTTON_ATCK2 = FALSE;
if (self.bot_primary_fireballmooth == 0)
{
- if(bot_aim(cvar("g_balance_fireball_primary_speed"), 0, cvar("g_balance_fireball_primary_lifetime"), FALSE))
+ if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
{
self.BUTTON_ATCK = TRUE;
if(random() < 0.02) self.bot_primary_fireballmooth = 0;
}
else
{
- if(bot_aim(cvar("g_balance_fireball_secondary_speed"), cvar("g_balance_fireball_secondary_speed_up"), cvar("g_balance_fireball_secondary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.01) self.bot_primary_fireballmooth = 1;
{
if (self.BUTTON_ATCK)
if (time >= self.fireball_primarytime)
- if (weapon_prepareattack(0, cvar("g_balance_fireball_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
{
W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + cvar("g_balance_fireball_primary_refire2");
+ self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_fireball_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
{
W_Fireball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_fireball_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
}
}
else if (req == WR_PRECACHE)
else if (req == WR_SETUP)
weapon_setup(WEP_FIREBALL);
else if (req == WR_CHECKAMMO1)
- return self.ammo_fuel >= cvar("g_balance_fireball_primary_ammo");
+ return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_fuel >= cvar("g_balance_fireball_secondary_ammo");
+ return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
remove (self);
}
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
remove (self);
}
W_Grenade_Explode ();
return;
}
- if(self.gl_detonate_later && self.gl_bouncecnt >= cvar("g_balance_grenadelauncher_primary_remote_minbouncecnt"))
+ if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
W_Grenade_Explode();
}
void W_Grenade_Touch1 (void)
{
PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_primary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
+ if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
{
self.use ();
}
- else if (cvar("g_balance_grenadelauncher_primary_type") == 1) // bounce
+ else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
{
float r;
r = random() * 6;
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
- else if(cvar("g_balance_grenadelauncher_primary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+ else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// do not respond to any more touches
self.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
+ self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
}
}
void W_Grenade_Touch2 (void)
{
PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_secondary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
+ if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
{
self.use ();
}
- else if (cvar("g_balance_grenadelauncher_secondary_type") == 1) // bounce
+ else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
{
float r;
r = random() * 6;
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
- else if(cvar("g_balance_grenadelauncher_secondary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+ else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// do not respond to any more touches
self.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
+ self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
}
}
local entity gren;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, cvar("g_balance_grenadelauncher_primary_damage"));
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_primary_ammo;
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren.owner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
- gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
+ gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
gren.movetype = MOVETYPE_BOUNCE;
- gren.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
- gren.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
+ gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+ gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
- gren.cnt = time + cvar("g_balance_grenadelauncher_primary_lifetime");
+ gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
gren.nextthink = time;
gren.think = W_Grenade_Think1;
gren.use = W_Grenade_Explode;
gren.touch = W_Grenade_Touch1;
gren.takedamage = DAMAGE_YES;
- gren.health = cvar("g_balance_grenadelauncher_primary_health");
- gren.damageforcescale = cvar("g_balance_grenadelauncher_primary_damageforcescale");
+ gren.health = autocvar_g_balance_grenadelauncher_primary_health;
+ gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
gren.event_damage = W_Grenade_Damage;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- if(cvar("g_balance_grenadelauncher_primary_type") == 0 || cvar("g_balance_grenadelauncher_primary_type") == 2)
+ if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
else
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
local entity gren;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, cvar("g_balance_grenadelauncher_secondary_damage"));
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_secondary_ammo;
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren.owner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
- gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
+ gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
gren.movetype = MOVETYPE_BOUNCE;
- gren.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
- gren.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
+ gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+ gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
- gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
+ gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
gren.think = adaptor_think2use_hittype_splash;
gren.use = W_Grenade_Explode2;
gren.touch = W_Grenade_Touch2;
gren.takedamage = DAMAGE_YES;
- gren.health = cvar("g_balance_grenadelauncher_secondary_health");
- gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
+ gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
+ gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
gren.event_damage = W_Grenade_Damage;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- if(cvar("g_balance_grenadelauncher_secondary_type") == 0 || cvar("g_balance_grenadelauncher_secondary_type") == 2)
+ if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
else
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
self.BUTTON_ATCK2 = FALSE;
if (self.bot_secondary_grenademooth == 0)
{
- if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
{
self.BUTTON_ATCK = TRUE;
if(random() < 0.01) self.bot_secondary_grenademooth = 1;
}
else
{
- if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.02) self.bot_secondary_grenademooth = 0;
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
{
W_Grenade_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
{
if(nadefound)
sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
- else if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
+ else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
{
W_Grenade_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
}
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_GRENADE_LAUNCHER);
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
return TRUE;
};
#endif
void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, cvar("g_balance_hagar_primary_damage"), cvar("g_balance_hagar_primary_edgedamage"), cvar("g_balance_hagar_primary_radius"), world, cvar("g_balance_hagar_primary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
remove (self);
}
void W_Hagar_Explode2 (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, cvar("g_balance_hagar_secondary_damage"), cvar("g_balance_hagar_secondary_edgedamage"), cvar("g_balance_hagar_secondary_radius"), world, cvar("g_balance_hagar_secondary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
remove (self);
}
local entity missile;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_primary_damage"));
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo;
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR;
setorigin (missile, w_shotorg);
local entity missile;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_secondary_damage"));
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo;
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
missile.touch = W_Hagar_Touch2;
missile.cnt = 0;
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
+ missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
{
if (req == WR_AIM)
if (random()>0.15)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
else
{
// not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
{
W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_hagar_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
{
W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
else if (req == WR_PRECACHE)
else if (req == WR_SETUP)
weapon_setup(WEP_HAGAR);
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
return TRUE;
};
#endif
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_hlac_primary_damage"), cvar("g_balance_hlac_primary_edgedamage"), cvar("g_balance_hlac_primary_radius"), world, cvar("g_balance_hlac_primary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
remove (self);
}
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_hlac_secondary_damage"), cvar("g_balance_hlac_secondary_edgedamage"), cvar("g_balance_hlac_secondary_radius"), world, cvar("g_balance_hlac_secondary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
remove (self);
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
}
- spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
- spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
+ spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.HLAC_bulletcounter);
+ spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
if(self.crouch)
- spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
+ spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, cvar("g_balance_hlac_primary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if (!g_norecoil)
{
// missile.dmg = issecondary;
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
missile.flags = FL_PROJECTILE;
missile.projectiledeathtype = WEP_HLAC;
local entity missile;
float spread;
- spread = cvar("g_balance_hlac_secondary_spread");
+ spread = autocvar_g_balance_hlac_secondary_spread;
if(self.crouch)
- spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
+ spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, cvar("g_balance_hlac_secondary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
// missile.dmg = issecondary;
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_HLAC_Touch2;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
missile.flags = FL_PROJECTILE;
missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
}
- for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
+ for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
if (!g_norecoil)
return;
}
- ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
W_HLAC_Attack();
self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
}
else
{
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
}
};
float w_hlac(float req)
{
if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
{
self.HLAC_bulletcounter = 0;
W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_hlac_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
{
W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_HLAC);
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
return TRUE;
};
#endif
self.think = W_Hook_ExplodeThink;
self.nextthink = time;
- self.dmg = cvar("g_balance_hook_secondary_damage");
- self.dmg_edge = cvar("g_balance_hook_secondary_edgedamage");
- self.dmg_radius = cvar("g_balance_hook_secondary_radius");
- self.dmg_force = cvar("g_balance_hook_secondary_force");
- self.dmg_power = cvar("g_balance_hook_secondary_power");
- self.dmg_duration = cvar("g_balance_hook_secondary_duration");
+ self.dmg = autocvar_g_balance_hook_secondary_damage;
+ self.dmg_edge = autocvar_g_balance_hook_secondary_edgedamage;
+ self.dmg_radius = autocvar_g_balance_hook_secondary_radius;
+ self.dmg_force = autocvar_g_balance_hook_secondary_force;
+ self.dmg_power = autocvar_g_balance_hook_secondary_power;
+ self.dmg_duration = autocvar_g_balance_hook_secondary_duration;
self.teleport_time = time;
self.dmg_last = 1;
self.movetype = MOVETYPE_NONE;
local entity gren;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_secondary_ammo");
- W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CHAN_WEAPON, cvar("g_balance_hook_secondary_damage"));
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_hook_secondary_ammo;
+ W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CHAN_WEAPON, autocvar_g_balance_hook_secondary_damage);
gren = spawn ();
gren.owner = self;
gren.classname = "hookbomb";
gren.bot_dodge = TRUE;
- gren.bot_dodgerating = cvar("g_balance_hook_secondary_damage");
+ gren.bot_dodgerating = autocvar_g_balance_hook_secondary_damage;
gren.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
- gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
+ gren.nextthink = time + autocvar_g_balance_hook_secondary_lifetime;
gren.think = adaptor_think2use_hittype_splash;
gren.use = W_Hook_Explode2;
gren.touch = W_Hook_Touch2;
- gren.velocity = '0 0 1' * cvar("g_balance_hook_secondary_speed");
- if(cvar("g_projectiles_newton_style"))
+ gren.velocity = '0 0 1' * autocvar_g_balance_hook_secondary_speed;
+ if(autocvar_g_projectiles_newton_style)
gren.velocity = gren.velocity + self.velocity;
- gren.gravity = cvar("g_balance_hook_secondary_gravity");
+ gren.gravity = autocvar_g_balance_hook_secondary_gravity;
//W_SetupProjectileVelocity(gren); // just falling down!
gren.angles = '0 0 0';
if (weapon_prepareattack(0, -1))
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - cvar("g_balance_hook_primary_fuel");
+ self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_hook_primary_fuel;
self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);
}
}
if (self.BUTTON_ATCK2)
{
- if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_hook_secondary_refire))
{
W_Hook_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hook_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hook_secondary_animtime, w_ready);
}
}
if(self.hook)
{
// if hooked, no bombs, and increase the timer
- self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
+ self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire);
// hook also inhibits health regeneration, but only for 1 second
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
if(self.hook && self.hook.state == 1)
{
- hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");
+ hooked_time_max = autocvar_g_balance_hook_primary_hooked_time_max;
if (hooked_time_max > 0)
{
if ( time > self.hook_time_hooked + hooked_time_max )
self.hook_state |= HOOK_REMOVING;
}
- hooked_fuel = cvar("g_balance_hook_primary_hooked_fuel");
+ hooked_fuel = autocvar_g_balance_hook_primary_hooked_fuel;
if (hooked_fuel > 0)
{
if ( time > self.hook_time_fueldecrease )
else
{
self.hook_time_hooked = time;
- self.hook_time_fueldecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
+ self.hook_time_fueldecrease = time + autocvar_g_balance_hook_primary_hooked_time_free;
}
if (self.BUTTON_CROUCH)
if(self.hook)
return self.ammo_fuel > 0;
else
- return self.ammo_fuel >= cvar("g_balance_hook_primary_fuel");
+ return self.ammo_fuel >= autocvar_g_balance_hook_primary_fuel;
}
else if (req == WR_CHECKAMMO2)
{
- return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_hook_secondary_ammo;
}
else if (req == WR_RESETPLAYER)
{
self.event_damage = SUB_Null;
if (self.dmg)
- RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
else
- RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
remove (self);
}
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
if (self.dmg)
- self.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
+ self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
else
- self.nextthink = time + cvar("g_balance_laser_primary_lifetime");
+ self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
}
else
nodamage = FALSE;
- a = cvar("g_balance_laser_primary_shotangle");
+ a = autocvar_g_balance_laser_primary_shotangle;
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
else if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, cvar("g_balance_laser_secondary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
else
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, cvar("g_balance_laser_primary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
if(!nodamage)
{
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
}
PROJECTILE_MAKETRIGGER(missile);
missile.flags = FL_PROJECTILE;
missile.think = W_Laser_Think;
- missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+ missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
void gauntletbeam_think()
{
float damage, myforce, myradius;
- damage = cvar("g_balance_laser_secondary_damage");
- myforce = cvar("g_balance_laser_secondary_force");
- myradius = cvar("g_balance_laser_secondary_radius");
+ damage = autocvar_g_balance_laser_secondary_damage;
+ myforce = autocvar_g_balance_laser_secondary_force;
+ myradius = autocvar_g_balance_laser_secondary_radius;
self.owner.prevgauntletfire = time;
if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
beam.movetype = MOVETYPE_NONE;
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
- beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
oldself = self;
local float r2;
if (req == WR_AIM)
{
- if(cvar("g_balance_laser_secondary"))
+ if(autocvar_g_balance_laser_secondary)
{
- r1 = cvar("g_balance_laser_primary_damage");
- r2 = cvar("g_balance_laser_secondary_damage");
+ r1 = autocvar_g_balance_laser_primary_damage;
+ r2 = autocvar_g_balance_laser_secondary_damage;
if (random() * (r2 + r1) > r1)
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
else
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
{
W_Laser_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
{
- if(cvar("g_balance_laser_secondary"))
+ if(autocvar_g_balance_laser_secondary)
{
if (weapon_prepareattack(0, 0))
{
W_Laser_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
}
}
else
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
if (self.owner.weapon == WEP_MINE_LAYER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
{
self.owner.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self.owner) = time;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.owner.weapon == WEP_MINE_LAYER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
{
self.owner.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self.owner) = time;
if(self.owner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_remote_radius")) // safety device
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
)
{
W_Mine_DoRemoteExplode();
void W_Mine_ProximityExplode ()
{
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(cvar("g_balance_minelayer_protection"))
+ if(autocvar_g_balance_minelayer_protection)
{
entity head;
- head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
+ head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
while(head)
{
if(head == self.owner || !IsDifferentTeam(head, self.owner))
}
// set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
+ head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
while(head)
{
if(head.classname == "player" && head.deadflag == DEAD_NO)
if(!self.mine_time)
{
spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + cvar("g_balance_minelayer_time");
+ self.mine_time = time + autocvar_g_balance_minelayer_time;
}
head = head.chain;
}
entity flash;
// scan how many mines we placed, and return if we reached our limit
- if(cvar("g_balance_minelayer_limit"))
+ if(autocvar_g_balance_minelayer_limit)
{
self.minelayer_mines = 0;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
self.minelayer_mines += 1;
- if(self.minelayer_mines >= cvar("g_balance_minelayer_limit"))
+ if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
{
// the refire delay keeps this message from being spammed
- sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
+ sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
play2(self, "weapons/unavailable.wav");
return;
}
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, cvar("g_balance_minelayer_damage"));
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
mine.owner = self;
- if(cvar("g_balance_minelayer_detonatedelay") >= 0)
- mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
+ if(autocvar_g_balance_minelayer_detonatedelay >= 0)
+ mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
else
mine.spawnshieldtime = -1;
mine.classname = "mine";
mine.bot_dodge = TRUE;
- mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+ mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
- mine.health = cvar("g_balance_minelayer_health");
+ mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
+ mine.health = autocvar_g_balance_minelayer_health;
mine.event_damage = W_Mine_Damage;
mine.movetype = MOVETYPE_TOSS;
setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
+ W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
mine.angles = vectoangles (mine.velocity);
mine.touch = W_Mine_Touch;
mine.think = W_Mine_Think;
mine.nextthink = time;
- mine.cnt = time + cvar("g_balance_minelayer_lifetime");
+ mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
mine.flags = FL_PROJECTILE;
CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
entity targetlist, targ;
float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
float selfdamage, teamdamage, enemydamage;
- edgedamage = cvar("g_balance_minelayer_edgedamage");
- coredamage = cvar("g_balance_minelayer_damage");
- edgeradius = cvar("g_balance_minelayer_radius");
+ edgedamage = autocvar_g_balance_minelayer_edgedamage;
+ coredamage = autocvar_g_balance_minelayer_damage;
+ edgeradius = autocvar_g_balance_minelayer_radius;
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
float desirabledamage;
desirabledamage = enemydamage;
if (time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if (teams_matter && self.team)
desirabledamage = desirabledamage - teamdamage;
{
if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
+ if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
{
W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
}
}
{
// don't switch while placing a mine
if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
return FALSE;
}
else if (req == WR_CHECKAMMO2)
if (g_minstagib)
self.ammo_cells = self.ammo_cells - 1;
else
- self.ammo_cells = self.ammo_cells - cvar("g_balance_minstanex_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_minstanex_ammo;
}
}
if(self.ammo_cells>0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, cvar("g_balance_minstanex_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
{
W_MinstaNex_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minstanex_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
}
}
else if (self.BUTTON_ATCK2)
{
if (self.jump_interval <= time)
{
- self.jump_interval = time + cvar("g_balance_laser_primary_refire") * W_WeaponRateFactor();
+ self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
// ugly minstagib hack to reuse the fire mode of the laser
float w;
if (g_minstagib)
return self.ammo_cells >= 1;
else
- return self.ammo_cells >= cvar("g_balance_minstanex_ammo");
+ return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
}
else if (req == WR_CHECKAMMO2)
return TRUE;
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
if(issecondary)
{
- mydmg = cvar("g_balance_nex_secondary_damage");
- myforce = cvar("g_balance_nex_secondary_force");
- mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
- mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
- myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
- myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
- myammo = cvar("g_balance_nex_secondary_ammo");
+ mydmg = autocvar_g_balance_nex_secondary_damage;
+ myforce = autocvar_g_balance_nex_secondary_force;
+ mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
+ mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
+ myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
+ myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
+ myammo = autocvar_g_balance_nex_secondary_ammo;
}
else
{
- mydmg = cvar("g_balance_nex_primary_damage");
- myforce = cvar("g_balance_nex_primary_force");
- mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
- mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
- myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
- myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
- myammo = cvar("g_balance_nex_primary_ammo");
+ mydmg = autocvar_g_balance_nex_primary_damage;
+ myforce = autocvar_g_balance_nex_primary_force;
+ mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
+ mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
+ myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
+ myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
+ myammo = autocvar_g_balance_nex_primary_ammo;
}
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- if(cvar("g_balance_nex_charge"))
+ if(autocvar_g_balance_nex_charge)
{
- charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
- self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
+ charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
+ self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
// YA RLY -- FruitieX
}
myforce *= charge;
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
- if(charge > cvar("g_balance_nex_charge_limit") && cvar("g_balance_nex_charge_limit")) // if the Nex is overcharged, we play an extra sound
+ if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
{
- sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * cvar("g_balance_nex_charge_limit")) / (1 - 0.5 * cvar("g_balance_nex_charge_limit")), ATTN_NORM);
+ sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
}
yoda = 0;
}
else if (req == WR_THINK)
{
- if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
- self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+ if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
+ self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
- if(cvar("g_balance_nex_charge"))
+ if(autocvar_g_balance_nex_charge)
{
self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset
- self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
+ self.weaponentity.weaponentity.glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
+ self.weaponentity.weaponentity.glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
- if(self.nex_charge > cvar("g_balance_nex_charge_limit"))
+ if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
{
- self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
- self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
- self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
}
self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod;
}
- if(cvar("g_balance_nex_secondary_chargepool"))
+ if(autocvar_g_balance_nex_secondary_chargepool)
if(self.nex_chargepool_ammo < 1)
{
if(self.nex_chargepool_pauseregen_finished < time)
- self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + cvar("g_balance_nex_secondary_chargepool_regen") * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_chargepool_pause_health_regen"));
+ self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
}
if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
{
W_Nex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
}
}
if (self.BUTTON_ATCK2)
{
- if(cvar("g_balance_nex_secondary_charge"))
+ if(autocvar_g_balance_nex_secondary_charge)
{
- self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
+ self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
dt = frametime / W_TICSPERFRAME;
- if(cvar("g_balance_nex_secondary_chargepool"))
+ if(autocvar_g_balance_nex_secondary_chargepool)
{
- if(cvar("g_balance_nex_secondary_ammo"))
+ if(autocvar_g_balance_nex_secondary_ammo)
{
// always deplete if secondary is held
- self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
+ self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
- dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
- self.nex_chargepool_pauseregen_finished = time + cvar("g_balance_nex_secondary_chargepool_pause_regen");
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
dt = min(dt, self.nex_chargepool_ammo);
dt = max(0, dt);
- self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
}
}
- else if(cvar("g_balance_nex_secondary_ammo"))
+ else if(autocvar_g_balance_nex_secondary_ammo)
{
if(self.nex_charge < 1)
{
- dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
+ dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
dt = max(0, dt);
if(dt > 0)
{
- self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
+ self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
}
}
- self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
}
}
}
- else if(cvar("g_balance_nex_secondary"))
+ else if(autocvar_g_balance_nex_secondary)
{
- if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
{
W_Nex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
}
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_NEX);
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo
+ return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
return TRUE;
};
#endif
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
- gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
+ gren.nextthink = time + autocvar_g_balance_porto_primary_lifetime;
gren.think = W_Porto_Think;
gren.touch = W_Porto_Touch;
if(self.items & IT_STRENGTH)
- W_SetupProjectileVelocity(gren, cvar("g_balance_porto_primary_speed") * cvar("g_balance_powerup_strength_force"), 0);
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed * autocvar_g_balance_powerup_strength_force, 0);
else
- W_SetupProjectileVelocity(gren, cvar("g_balance_porto_primary_speed"), 0);
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed, 0);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
{
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
- if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
+ if(bot_aim(autocvar_g_balance_porto_primary_speed, 0, autocvar_g_balance_grenadelauncher_primary_lifetime, FALSE))
self.BUTTON_ATCK = TRUE;
}
else if (req == WR_THINK)
if (self.BUTTON_ATCK)
if (!self.porto_current)
if (!self.porto_forbidden)
- if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_porto_primary_refire))
{
W_Porto_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
}
}
else if (req == WR_PRECACHE)
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
self.owner.cnt = WEP_ROCKET_LAUNCHER;
ATTACK_FINISHED(self.owner) = time;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
self.owner.cnt = WEP_ROCKET_LAUNCHER;
ATTACK_FINISHED(self.owner) = time;
{
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
)
{
W_Rocket_DoRemoteExplode();
// accelerate
makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
+ velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
if (velspeed > 0)
- self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
if(self == self.owner.lastrocket)
if not(self.owner.rl_release)
if not(self.BUTTON_ATCK2)
- if(cvar("g_balance_rocketlauncher_guiderate"))
+ if(autocvar_g_balance_rocketlauncher_guiderate)
if(time > self.pushltime)
if(self.owner.deadflag == DEAD_NO)
{
- f = cvar("g_balance_rocketlauncher_guideratedelay");
+ f = autocvar_g_balance_rocketlauncher_guideratedelay;
if(f)
f = bound(0, (time - self.pushltime) / f, 1);
else
// now it gets tricky... we want to move like some curve to approximate the target direction
// but we are limiting the rate at which we can turn!
- goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
- newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+ goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+ newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
self.velocity = newdir * velspeed;
self.angles = vectoangles(self.velocity);
local entity flash;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = self;
self.lastrocket = missile;
- if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
- missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+ if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+ missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
else
missile.spawnshieldtime = -1;
- missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
+ missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
missile.classname = "rocket";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+ missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
- missile.health = cvar("g_balance_rocketlauncher_health");
+ missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+ missile.health = autocvar_g_balance_rocketlauncher_health;
missile.event_damage = W_Rocket_Damage;
missile.movetype = MOVETYPE_FLY;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_Rocket_Touch;
missile.think = W_Rocket_Think;
missile.nextthink = time;
- missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
+ missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
missile.flags = FL_PROJECTILE;
- CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
// muzzle flash for 1st person view
flash = spawn ();
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
local entity missile, targetlist, targ;
local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
local float selfdamage, teamdamage, enemydamage;
- edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
- coredamage = cvar("g_balance_rocketlauncher_damage");
- edgeradius = cvar("g_balance_rocketlauncher_radius");
+ edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+ coredamage = autocvar_g_balance_rocketlauncher_damage;
+ edgeradius = autocvar_g_balance_rocketlauncher_radius;
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
local float desirabledamage;
desirabledamage = enemydamage;
if (time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if (teams_matter && self.team)
desirabledamage = desirabledamage - teamdamage;
{
if (self.BUTTON_ATCK)
{
- if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
- if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
+ if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+ if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
{
W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
self.rl_release = 0;
}
}
{
// don't switch while guiding a missile
if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
return FALSE;
}
else if (req == WR_CHECKAMMO2)
void Seeker_Missile_Explode ()
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
remove (self);
}
spd = vlen(self.velocity);
spd = bound(
- spd - cvar("g_balance_seeker_missile_decel") * frametime,
- cvar("g_balance_seeker_missile_speed_max"),
- spd + cvar("g_balance_seeker_missile_accel") * frametime
+ spd - autocvar_g_balance_seeker_missile_decel * frametime,
+ autocvar_g_balance_seeker_missile_speed_max,
+ spd + autocvar_g_balance_seeker_missile_accel * frametime
);
if (self.enemy != world)
{
e = self.enemy;
eorg = 0.5 * (e.absmin + e.absmax);
- turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
+ turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
desireddir = normalize(eorg - self.origin);
olddir = normalize(self.velocity); // get my current direction
dist = vlen(eorg - self.origin);
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
+ if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
{
// Is it a better idea (shorter distance) to trace to the target itself?
if ( vlen(self.origin + olddir * self.wait) < dist)
traceline(self.origin, eorg, FALSE, self);
// Setup adaptive tracelength
- self.wait = bound(cvar("g_balance_seeker_missile_smart_trace_min"), vlen(self.origin - trace_endpos), self.wait = cvar("g_balance_seeker_missile_smart_trace_max"));
+ self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
// Calc how important it is that we turn and add this to the desierd (enemy) dir.
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
// Proxy
- if (cvar("g_balance_seeker_missile_proxy"))
+ if (autocvar_g_balance_seeker_missile_proxy)
{
- if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
+ if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
{
if (self.autoswitch == 0)
{
- self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
+ self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
}
else
{
self.think = Seeker_Missile_Think;
self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
- if (cvar("g_balance_seeker_missile_proxy"))
+ if (autocvar_g_balance_seeker_missile_proxy)
self.movetype = MOVETYPE_BOUNCEMISSILE;
else
self.movetype = MOVETYPE_FLYMISSILE;
local entity missile;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo;
makevectors(self.v_angle);
W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
missile.owner = self;
missile.classname = "seeker_missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
+ missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
missile.think = Seeker_Missile_Think;
missile.touch = Seeker_Missile_Touch;
missile.event_damage = Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
- missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
+ missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
missile.enemy = self.enemy;
missile.solid = SOLID_BBOX;
missile.scale = 2;
missile.takedamage = DAMAGE_YES;
- missile.health = cvar("g_balance_seeker_missile_health");
- missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale");
+ missile.health = autocvar_g_balance_seeker_missile_health;
+ missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
missile.projectiledeathtype = WEP_SEEKER;
//missile.think = Seeker_Missile_Animate; // csqc projectiles.
entity oldself,oldenemy;
self.cnt = self.cnt - 1;
- if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER))
+ if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER))
{
remove(self);
return;
}
- self.nextthink = time + cvar("g_balance_seeker_missile_delay");
+ self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
oldself = self;
self = self.owner;
if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
{
e = spawn();
- e.cnt = cvar("g_balance_seeker_missile_count");
+ e.cnt = autocvar_g_balance_seeker_missile_count;
e.owner = self.owner;
e.enemy = other;
e.think = Seeker_Vollycontroler_Think;
{
local entity missile;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo;
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_missile_damage") * cvar("g_balance_seeker_missile_count"));
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
missile = spawn();
missile.owner = self;
missile.bot_dodgerating = 50;
missile.touch = Seeker_Tag_Touch;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime");
+ missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
missile.owner = self;
missile.takedamage = DAMAGE_YES;
missile.event_damage = Seeker_Tag_Explode;
- missile.health = cvar("g_balance_seeker_tag_health");
- missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale");
+ missile.health = autocvar_g_balance_seeker_tag_health;
+ missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
setorigin (missile, w_shotorg);
setsize (missile, '-2 -2 -2', '2 2 2');
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
remove (self);
}
float c;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo;
c = mod(self.bulletcounter, 4);
switch(c)
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_flac_damage"));
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage);
w_shotorg += f_diff;
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
+ missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
missile.touch = Seeker_Flac_Explode;
missile.use = Seeker_Flac_Explode;
missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
+ missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLY;
missile.projectiledeathtype = WEP_SEEKER;
float w_seeker(float req)
{
if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
{
Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
{
Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_SEEKER);
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
return TRUE;
};
#endif
float bulletconstant;
local entity flash;
- ammoamount = cvar("g_balance_shotgun_primary_ammo");
- bullets = cvar("g_balance_shotgun_primary_bullets");
- d = cvar("g_balance_shotgun_primary_damage");
- f = cvar("g_balance_shotgun_primary_force");
- spread = cvar("g_balance_shotgun_primary_spread");
- bulletspeed = cvar("g_balance_shotgun_primary_speed");
- bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
-
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
+ ammoamount = autocvar_g_balance_shotgun_primary_ammo;
+ bullets = autocvar_g_balance_shotgun_primary_bullets;
+ d = autocvar_g_balance_shotgun_primary_damage;
+ f = autocvar_g_balance_shotgun_primary_force;
+ spread = autocvar_g_balance_shotgun_primary_spread;
+ bulletspeed = autocvar_g_balance_shotgun_primary_speed;
+ bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_shells = self.ammo_shells - ammoamount;
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
+ pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
// casing code
- if (cvar("g_casings") >= 1)
+ if (autocvar_g_casings >= 1)
for (sc = 0;sc < ammoamount;sc = sc + 1)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
// perform trace
float f;
- f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
+ f = (self.cnt + autocvar_g_balance_shotgun_secondary_melee_time - time) / autocvar_g_balance_shotgun_secondary_melee_time * 2 - 1;
vector targpos;
- targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
+ targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
{
vector force;
- force = angle * cvar("g_balance_shotgun_secondary_force");
+ force = angle * autocvar_g_balance_shotgun_secondary_force;
if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_SHOTGUN, 0, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
remove(self);
}
- else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
+ else if(time >= self.cnt + autocvar_g_balance_shotgun_secondary_melee_time) // missed, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;
void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
meleetemp = spawn();
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
- W_SetupShot_Range(self, TRUE, 0, "", 0, cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
}
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
{
if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
+ if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
{
W_Shotgun_Attack();
- self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
}
}
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
else if (req == WR_SETUP)
weapon_setup(WEP_SHOTGUN);
else if (req == WR_CHECKAMMO1)
- return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
+ return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
else if (req == WR_CHECKAMMO2)
{
return TRUE;
return;
}
self.nextthink = time;
- dist_mult = cvar("g_balance_tuba_attenuation") / cvar("snd_soundradius");
+ dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
FOR_EACH_REALCLIENT(e)
if(e != self.owner)
{
{
vector o;
float c, n;
- W_SetupShot(self, FALSE, 2, "", 0, cvar("g_balance_tuba_damage"));
+ W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
if(self.tuba_notecount)
{
self.tuba_notecount = FALSE;
Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
}
- self.tuba_note.teleport_time = time + cvar("g_balance_tuba_refire") * 2; // so it can get prolonged safely
+ self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
- //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), cvar("g_balance_tuba_attenuation"));
- RadiusDamage(self, self, cvar("g_balance_tuba_damage"), cvar("g_balance_tuba_edgedamage"), cvar("g_balance_tuba_radius"), world, cvar("g_balance_tuba_force"), hittype | WEP_TUBA, world);
+ //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
+ RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
o = gettaginfo(self.exteriorweaponentity, 0);
if(time > self.tuba_smoketime)
{
// bots cannot play the Tuba well yet
// I think they should start with the recorder first
- if(vlen(self.origin - self.enemy.origin) < cvar("g_balance_tuba_radius"))
+ if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
{
if(random() > 0.5)
self.BUTTON_ATCK = 1;
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_tuba_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
{
W_Tuba_Attack(0);
- //weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_tuba_animtime"), w_ready);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_tuba_animtime"), w_ready);
+ //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_tuba_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
{
W_Tuba_Attack(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_tuba_animtime"), w_ready);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_tuba_animtime"), w_ready);
+ //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
}
if(self.tuba_note)
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if (self.uzi_bulletcounter == 1)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo;
else
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
if (self.uzi_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
else
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// casing code
- if (cvar("g_casings") >= 2)
+ if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
}
}
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
W_Uzi_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
else
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
}
float uzi_spread;
if (self.BUTTON_ATCK)
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
else
{
- ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
return;
}
return;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max"));
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.uzi_bulletcounter), autocvar_g_balance_uzi_spread_max);
+ fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (cvar("g_casings") >= 2) // casing code
+ if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
}
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (cvar("g_casings") >= 2) // casing code
+ if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
if (self.uzi_bulletcounter == 0)
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready);
else
{
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
}
}
else if (req == WR_THINK)
{
- if(cvar("g_balance_uzi_mode") == 1)
+ if(autocvar_g_balance_uzi_mode == 1)
{
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo;
- self.uzi_bulletcounter = cvar("g_balance_uzi_burst") * -1;
+ self.uzi_bulletcounter = autocvar_g_balance_uzi_burst * -1;
uzi_mode1_fire_burst();
}
}
{
self.uzi_bulletcounter = 1;
W_Uzi_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
if (weapon_prepareattack(1, 0))
{
self.uzi_bulletcounter = 1;
W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_UZI);
else if (req == WR_CHECKAMMO1)
- if(cvar("g_balance_uzi_mode") == 1)
- return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
+ if(autocvar_g_balance_uzi_mode == 1)
+ return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
else
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
else if (req == WR_CHECKAMMO2)
- if(cvar("g_balance_uzi_mode") == 1)
- return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo");
+ if(autocvar_g_balance_uzi_mode == 1)
+ return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
else
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
return TRUE;
};
#endif
float waypointsprite_limitedrange, waypointsprite_deployed_lifetime, waypointsprite_deadlifetime;
void WaypointSprite_Init()
{
- waypointsprite_limitedrange = cvar("g_waypointsprite_limitedrange");
- waypointsprite_deployed_lifetime = cvar("g_waypointsprite_deployed_lifetime");
- waypointsprite_deadlifetime = cvar("g_waypointsprite_deadlifetime");
+ waypointsprite_limitedrange = autocvar_g_waypointsprite_limitedrange;
+ waypointsprite_deployed_lifetime = autocvar_g_waypointsprite_deployed_lifetime;
+ waypointsprite_deadlifetime = autocvar_g_waypointsprite_deadlifetime;
}
void WaypointSprite_InitClient(entity e)
{
e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE);
if(e)
{
- WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, cvar("g_balance_armor_blockpercent")) * 2);
- WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, cvar("g_balance_armor_blockpercent")));
+ WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
+ WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent));
}
return e;
}