GetCvars_handleFloatOnce(s, f, cvar_cl_gunalign, "cl_gunalign");
GetCvars_handleFloat(s, f, cvar_cl_allow_uid2name, "cl_allow_uid2name");
GetCvars_handleFloat(s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
+ GetCvars_handleFloat(s, f, cvar_cl_movement_track_canjump, "cl_movement_track_canjump");
// fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
if (f > 0)
void readlevelcvars(void)
{
// first load all the mutators
+ if(cvar("g_invincible_projectiles"))
+ MUTATOR_ADD(mutator_invincibleprojectiles);
if(cvar("g_nix"))
MUTATOR_ADD(mutator_nix);
if(cvar("g_dodging"))
g_bloodloss = cvar("g_bloodloss");
sv_maxidle = cvar("sv_maxidle");
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
- sv_pogostick = cvar("sv_pogostick");
g_ctf_reverse = cvar("g_ctf_reverse");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
if(!g_weapon_stay)
g_weapon_stay = cvar("g_weapon_stay");
- if (!g_weapon_stay && (cvar("deathmatch") == 2))
- g_weapon_stay = 1;
-
g_ghost_items = cvar("g_ghost_items");
if(g_ghost_items >= 1)
msg_entity = e;
WRITESPECTATABLE_MSG_ONE({
WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
- WriteByte(MSG_ONE, CSQC_CENTERPRINT_GENERIC);
+ WriteByte(MSG_ONE, TE_CSQC_CENTERPRINT_GENERIC);
WriteByte(MSG_ONE, id);
WriteString(MSG_ONE, s);
if (id != 0 && s != "")