setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
- gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
+ gren.nextthink = time + autocvar_g_balance_porto_primary_lifetime;
gren.think = W_Porto_Think;
gren.touch = W_Porto_Touch;
if(self.items & IT_STRENGTH)
- W_SetupProjectileVelocity(gren, cvar("g_balance_porto_primary_speed") * cvar("g_balance_powerup_strength_force"), 0);
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed * autocvar_g_balance_powerup_strength_force, 0);
else
- W_SetupProjectileVelocity(gren, cvar("g_balance_porto_primary_speed"), 0);
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed, 0);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
{
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
- if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
+ if(bot_aim(autocvar_g_balance_porto_primary_speed, 0, autocvar_g_balance_grenadelauncher_primary_lifetime, FALSE))
self.BUTTON_ATCK = TRUE;
}
else if (req == WR_THINK)
if (self.BUTTON_ATCK)
if (!self.porto_current)
if (!self.porto_forbidden)
- if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_porto_primary_refire))
{
W_Porto_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
}
}
else if (req == WR_PRECACHE)