if(trace_ent != trg)
return 0;
- return (cvar("g_monster_zombie_targetrange") - vlen(self.origin - trg.origin)) * tmp;
+ return (autocvar_g_monster_zombie_targetrange - vlen(self.origin - trg.origin)) * tmp;
}
else if(self.enemy == trg)
- return (cvar("g_monster_zombie_targetrange") - vlen(self.origin - trg.origin)) * tmp;
+ return (autocvar_g_monster_zombie_targetrange - vlen(self.origin - trg.origin)) * tmp;
}
}
self.event_damage = SUB_Null;
self.enemy = world;
self.think = zombie_spawn;
- self.nextthink = time + cvar("g_monster_zombie_respawntime");
+ self.nextthink = time + autocvar_g_monster_zombie_respawntime;
self.pain_finished = self.nextthink;
}
float vz, tdiff, tspeed;
tdiff = time - self.zoomstate;
- tspeed = tdiff * cvar("g_monster_zombie_turnspeed");
+ tspeed = tdiff * autocvar_g_monster_zombie_turnspeed;
vz = self.velocity_z;
self.zoomstate = time;
if(vlen(self.origin - self.moveto) > 64)
{
- movelib_move_simple(v_forward ,cvar("g_monster_zombie_movespeed"),0.6);
+ movelib_move_simple(v_forward ,autocvar_g_monster_zombie_movespeed,0.6);
if(time > self.pain_finished)
if(self.attack_finished_single < time)
self.frame = zombie_anim_runforward;
}
else
{
- movelib_beak_simple(cvar("g_monster_zombie_stopspeed"));
+ movelib_beak_simple(autocvar_g_monster_zombie_stopspeed);
if(time > self.pain_finished)
if(self.attack_finished_single < time)
self.frame = zombie_anim_idle;
case VCM_DO:
float t;
- t = cvar("g_monster_zombie_idle_timer_max") - cvar("g_monster_zombie_idle_timer_min");
- t = cvar("g_monster_zombie_idle_timer_min") + (random() * t);
+ t = autocvar_g_monster_zombie_idle_timer_max - autocvar_g_monster_zombie_idle_timer_min;
+ t = autocvar_g_monster_zombie_idle_timer_min + (random() * t);
if(random() < 0.5)
verbstack_push(self.verbs_idle, zombie_verb_idle_roam, ZV_IDLE + 1, t, self);
entity trg, best_trg;
float trg_score, best_trg_score;
- trg = findradius(self.origin,cvar("g_monster_zombie_targetrange"));
+ trg = findradius(self.origin,autocvar_g_monster_zombie_targetrange);
while(trg)
{
trg_score = zombie_scoretarget(trg);
oldself = self;
self = self.owner;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_run_hitrange"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_run_hitrange)
return;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.6)
return;
- Damage(self.enemy, self, self, cvar("g_monster_zombie_attack_run_damage"), DEATH_TURRET, self.enemy.origin, normalize(self.enemy.origin - self.origin) * cvar("g_monster_zombie_attack_run_force"));
+ Damage(self.enemy, self, self, autocvar_g_monster_zombie_attack_run_damage, DEATH_TURRET, self.enemy.origin, normalize(self.enemy.origin - self.origin) * autocvar_g_monster_zombie_attack_run_force);
self = oldself;
self.think = SUB_Remove;
if(self.attack_finished_single > time)
return VS_CALL_NO;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_run_range"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_run_range)
return VS_CALL_NO;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.6)
pain = spawn();
pain.owner = self;
pain.think = zombie_runattack_damage;
- pain.nextthink = time + cvar("g_monster_zombie_attack_run_delay");
+ pain.nextthink = time + autocvar_g_monster_zombie_attack_run_delay;
self.attack_finished_single = time + 0.7;
self.frame = zombie_anim_attackrun1 + rint(random() * 2);
//self = self.owner;
setorigin(self,self.owner.origin + v_forward * 32);
- RadiusDamage(self, self.owner, cvar("g_monster_zombie_attack_stand_damage"),cvar("g_monster_zombie_attack_stand_damage"),16,self, cvar("g_monster_zombie_attack_stand_force"),DEATH_TURRET,world);
+ RadiusDamage(self, self.owner, autocvar_g_monster_zombie_attack_stand_damage,autocvar_g_monster_zombie_attack_stand_damage,16,self, autocvar_g_monster_zombie_attack_stand_force,DEATH_TURRET,world);
//float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
if(self.attack_finished_single > time)
return VS_CALL_NO;
- if(vlen(self.origin - self.enemy.origin) > cvar("g_monster_zombie_attack_stand_range"))
+ if(vlen(self.origin - self.enemy.origin) > autocvar_g_monster_zombie_attack_stand_range)
return VS_CALL_NO;
if(vlen(normalize(self.origin - self.enemy.origin) - v_forward) < 1.8)
pain = spawn();
pain.owner = self;
pain.think = zombie_runattack_damage;
- pain.nextthink = time + cvar("g_monster_zombie_attack_stand_delay");
+ pain.nextthink = time + autocvar_g_monster_zombie_attack_stand_delay;
self.attack_finished_single = time + 0.7;
self.frame = zombie_anim_attackstanding1 + rint(random() * 1);
self.nextthink = time + 2.1;
self.pain_finished = self.nextthink;
self.movetype = MOVETYPE_WALK;
- self.health = cvar("g_monster_zombie_health");
+ self.health = autocvar_g_monster_zombie_health;
self.velocity = '0 0 0';
self.angles = self.pos2;
self.moveto = self.origin;
void spawnfunc_monster_zombie()
{
- if not(cvar("g_monsters"))
+ if not(autocvar_g_monsters)
{
remove(self);
return;