set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed"
set g_weapon_stay 0 "if set to 1 or 2, weapons stay after they were picked up (1: weapons you don't have yet give you ammo of their type and they can not be dropped, 2: weapons don't give ammo, but instead players start with one pickup-load of ammo by default, 3: weapons give ammo, weapons only stay as ammo-less ghosts)"
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
-set g_powerup_superhealth 1 "if set to 0 the mega health powerup will not spawn on the map"
-set g_powerup_strength 1 "if set to 0 the strength powerup will not spawn on the map"
-set g_powerup_shield 1 "if set to 0 the shield (invincibility) powerup will not spawn on the map"
-set g_balance_powerup_timer 1 "if set to 0 the powerups dont wear off"
+set g_powerups 1 "if set to 0 the strength and shield (invincibility) will not spawn on the map"
set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
set g_pickup_items 1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map"
set g_minstagib 0 "enable minstagib"
s = strcat(s, ", ", _("Blood loss"));
if(cvar("g_jetpack"))
s = strcat(s, ", ", _("Jet pack"));
- if(!cvar("g_powerup_superhealth"))
- s = strcat(s, ", ", _("No superhealth"));
- if(!cvar("g_powerup_strength"))
- s = strcat(s, ", ", _("No strength"));
- if(!cvar("g_powerup_shield"))
- s = strcat(s, ", ", _("No shield"));
+ if(!cvar("g_powerups"))
+ s = strcat(s, ", ", _("No powerups"));
if(s == "")
return ZCTX(_("MUT^None"));
else
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_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_powerups;
float autocvar_g_projectiles_damage;
float autocvar_g_projectiles_newton_style;
float autocvar_g_projectiles_newton_style_2_maxfactor;
if (self.items & IT_INVINCIBLE)
{
play_countdown(self.invincible_finished, "misc/poweroff.wav");
- if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
+ if (time > self.invincible_finished)
{
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 && autocvar_g_balance_powerup_timer)
+ if (time > self.strength_finished)
{
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 && autocvar_g_balance_powerup_timer)
+ if (time > self.invincible_finished)
{
self.items = self.items - (self.items & IT_INVINCIBLE);
sprint(self, "^3Shield has worn off\n");
BADCVAR("g_minstagib");
BADCVAR("g_mirrordamage");
BADCVAR("g_nexball_goallimit");
+ BADCVAR("g_powerups");
BADCVAR("g_runematch_point_limit");
BADCVAR("g_start_delay");
BADCVAR("g_warmup");
BADCVAR("sys_ticrate");
BADCVAR("teamplay_mode");
BADCVAR("timelimit_override");
- BADPREFIX("g_powerup_");
BADPREFIX("g_warmup_");
BADPREFIX("sv_ready_restart_");
s = strcat(s, ":minstagib");
// TODO to mutator system
- if(!autocvar_g_powerup_superhealth)
- s = strcat(s, ":no_superhealth");
-
- // TODO to mutator system
- if(!autocvar_g_powerup_strength)
- s = strcat(s, ":no_strength");
-
- // TODO to mutator system
- if(!autocvar_g_powerup_shield)
- s = strcat(s, ":no_shield");
+ if(!autocvar_g_powerups)
+ s = strcat(s, ":no_powerups");
GameLogEcho(s);
GameLogEcho(":gameinfo:end");
}
void spawnfunc_item_health_mega (void) {
- if(!autocvar_g_powerup_superhealth)
- return;
-
- if((g_arena || g_ca) && !autocvar_g_arena_powerups)
- return;
-
if(g_minstagib) {
minstagib_items(IT_NAILS);
} else {
void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- if(!autocvar_g_powerup_strength)
+ if(!autocvar_g_powerups)
return;
if((g_arena || g_ca) && !autocvar_g_arena_powerups)
}
void spawnfunc_item_invincible (void) {
- if(!autocvar_g_powerup_shield)
+ if(!autocvar_g_powerups)
return;
if((g_arena || g_ca) && !autocvar_g_arena_powerups)
modifications = strcat(modifications, ", Blood loss");
if(g_jetpack)
modifications = strcat(modifications, ", Jet pack");
- if(!autocvar_g_powerup_superhealth)
- modifications = strcat(modifications, ", No superhealth");
- if(!autocvar_g_powerup_strength)
- modifications = strcat(modifications, ", No strength");
- if(!autocvar_g_powerup_shield)
- modifications = strcat(modifications, ", No shield");
+ if(!autocvar_g_powerups)
+ modifications = strcat(modifications, ", No powerups");
modifications = substring(modifications, 2, strlen(modifications) - 2);
string versionmessage;