int autocvar_g_ca_point_leadlimit;
float autocvar_g_ca_round_timelimit;
bool autocvar_g_ca_team_spawns;
-int autocvar_g_ca_teams;
+//int autocvar_g_ca_teams;
int autocvar_g_ca_teams_override;
float autocvar_g_ca_warmup;
allowed_to_spawn = true;
ca_teams = autocvar_g_ca_teams_override;
- if (ca_teams < 2) ca_teams = autocvar_g_ca_teams;
+ if (ca_teams < 2)
+ ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame
ca_teams = bound(2, ca_teams, 4);
int teams = 0;
float autocvar_g_freezetag_frozen_maxtime;
float autocvar_g_freezetag_revive_clearspeed;
float autocvar_g_freezetag_round_timelimit;
-int autocvar_g_freezetag_teams;
+//int autocvar_g_freezetag_teams;
int autocvar_g_freezetag_teams_override;
float autocvar_g_freezetag_warmup;
{
freezetag_teams = autocvar_g_freezetag_teams_override;
if(freezetag_teams < 2)
- freezetag_teams = autocvar_g_freezetag_teams;
+ freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
freezetag_teams = bound(2, freezetag_teams, 4);
int teams = 0;
int autocvar_g_balance_keyhunt_score_push;
float autocvar_g_balance_keyhunt_throwvelocity;
-int autocvar_g_keyhunt_teams;
+//int autocvar_g_keyhunt_teams;
int autocvar_g_keyhunt_teams_override;
// #define KH_PLAYER_USE_ATTACHMENT
// setup variables
kh_teams = autocvar_g_keyhunt_teams_override;
if(kh_teams < 2)
- kh_teams = autocvar_g_keyhunt_teams;
+ kh_teams = cvar("g_keyhunt_teams"); // read the cvar directly as it gets written earlier in the same frame
kh_teams = bound(2, kh_teams, 4);
int teams = 0;