// if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
// will be called ramp_time/frametime times = 2 times. so, we need to
// add 0.5 * the total speed each frame until the dodge action is done..
- common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
+ common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
// if ramp time is smaller than frametime we get problems ;D
if (common_factor > 1)
common_factor = 1;
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
if (new_velocity_gain < 0)
new_velocity_gain = 0;
self.velocity =
self.velocity
- + (cvar("sv_dodging_up_speed") * v_up);
+ + (autocvar_sv_dodging_up_speed * v_up);
- if (cvar("sv_dodging_sound") == 1)
+ if (autocvar_sv_dodging_sound == 1)
PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
}
// are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
{
// reset state so next dodge can be done correctly
self.dodging_action = 0;
// returns 1 if the player is close to a wall
float check_close_to_wall(float threshold) {
- if (cvar("sv_dodging_wall_dodging") == 0)
+ if (autocvar_sv_dodging_wall_dodging == 0)
return 0;
vector trace_start;
dodge_detected = 0;
// first check if the last dodge is far enough back in time so we can dodge again
- if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
+ if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
return 0;
- if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
- && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+ if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
+ && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
return 0;
if (self.movement_x > 0) {
self.dodging_action = 1;
self.dodging_single_action = 1;
- self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");
+ self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
self.dodging_direction_x = tap_direction_x;
self.dodging_direction_y = tap_direction_y;