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);
}
if((arena_roundbased && time < warmup) || (time < game_starttime))
return;
+ if(self.freezetag_frozen)
+ return;
+
makevectors(self.v_angle);
s = self.cvar_cl_gunalign;
missile.state = 0; // not latched onto anything
- W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grapplehook_speed_fly"), 0, 0, 0);
+ 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.glow_size = 120;
missile.touch = GrapplingHookTouch;
missile.think = GrapplingHookThink;
- missile.nextthink = time + 0.1;
+ missile.nextthink = time;
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;