void CreatureFrame (void)
{
local entity oldself;
- local float dm;
+ local float dm, maxspeed;
oldself = self;
self = findfloat(world, iscreature, TRUE);
while (self)
}
if (self.dmgtime < time)
{
- self.dmgtime = time + 0.1;
+ self.dmgtime = time + 0.2;
if (self.watertype == CONTENT_LAVA)
{
if (self.watersound_finished < time)
self.dmg = 2;
}
// check for falling damage
- if(!self.hook.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))
+ if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
{
dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
- dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
- dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
if (dm > 0)
- {
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
- }
- else if(vlen(self.velocity) > 100000 && cvar("developer"))
- {
- dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
- Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
- }
}
+ maxspeed = autocvar_g_maxspeed;
+ if(maxspeed > 0 && vlen(self.velocity) > maxspeed)
+ Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
+
// play stupid sounds
if (g_footsteps)
if (!gameover)
if (self.flags & FL_ONGROUND)
- if (vlen(self.velocity) > sv_maxspeed * 0.6)
+ if (vlen(self.velocity) > autocvar_sv_maxspeed * 0.6)
if (!self.deadflag)
if (time < self.lastground + 0.2)
{
WarpZone_StartFrame();
- sv_gravity = cvar("sv_gravity");
- sv_maxairspeed = cvar("sv_maxairspeed");
- sv_maxspeed = cvar ("sv_maxspeed");
- sv_friction = cvar ("sv_friction");
- sv_accelerate = cvar ("sv_accelerate");
- sv_airaccelerate = cvar("sv_airaccelerate");
- sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
- sv_airaccel_qw = cvar("sv_airaccel_qw");
- sv_stopspeed = cvar ("sv_stopspeed");
- sv_airstopaccelerate = cvar("sv_airstopaccelerate");
- sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");
- sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");
- sv_aircontrol = cvar("sv_aircontrol");
- sv_aircontrol_power = cvar("sv_aircontrol_power");
- sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");
- sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");
- sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");
- sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");
- sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");
- teamplay = cvar ("teamplay");
- sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
+ sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
+ if(sys_frametime <= 0)
+ sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
- orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
-
- if(teams_matter && !teamplay)
- teamplay = 3;
- if(!teams_matter && teamplay)
- teamplay = 0;
+ orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
- skill = cvar("skill");
+ skill = autocvar_skill;
Spawnqueue_Check();
if(game_delay_last == TRUE)
if(game_delay == FALSE)
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
// if in warmup stage and limit for warmup is hit start match
if (inWarmupStage)
if ((g_warmup_limit > 0 && time >= g_warmup_limit)
- || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
+ || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
{
ReadyRestart();
return;
RuneMatchGivePoints();
bot_serverframe();
- if(cvar("spawn_debugview"))
+ if(autocvar_spawn_debugview)
{
RandomSelection_Init();
for(self = world; (self = find(self, classname, "player")); )