]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index c771ab173f9d1881076ae69f058d13377e7c0023..9fb47afbb354310890b7319fdc28555497ce36e4 100644 (file)
@@ -40,9 +40,9 @@ void ka_SpawnBall() // loads various values for the ball
        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;
@@ -65,7 +65,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                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);
@@ -115,11 +115,11 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        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);
@@ -152,7 +152,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        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; 
@@ -209,11 +209,11 @@ MUTATOR_HOOKFUNCTION(ka_Scoring)
        {
                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
@@ -252,26 +252,26 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
        {
                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;
@@ -282,8 +282,8 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
        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
@@ -351,4 +351,4 @@ MUTATOR_DEFINITION(gamemode_keepaway)
        }
 
        return 0;
-}
\ No newline at end of file
+}