newmine.damageforcescale = self.damageforcescale;
newmine.health = self.health;
newmine.event_damage = self.event_damage;
+ newmine.spawnshieldtime = self.spawnshieldtime;
newmine.movetype = MOVETYPE_NONE; // lock the mine in place
newmine.projectiledeathtype = self.projectiledeathtype;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
if (self.owner.weapon == WEP_MINE_LAYER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
{
self.owner.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self.owner) = time;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.owner.weapon == WEP_MINE_LAYER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
{
self.owner.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self.owner) = time;
if(self.owner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_remote_radius")) // safety device
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
)
{
W_Mine_DoRemoteExplode();
void W_Mine_ProximityExplode ()
{
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(cvar("g_balance_minelayer_protection"))
+ if(autocvar_g_balance_minelayer_protection)
{
entity head;
- head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
+ head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
while(head)
{
if(head == self.owner || !IsDifferentTeam(head, self.owner))
}
// set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
+ head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
while(head)
{
if(head.classname == "player" && head.deadflag == DEAD_NO)
if(!self.mine_time)
{
spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + cvar("g_balance_minelayer_time");
+ self.mine_time = time + autocvar_g_balance_minelayer_time;
}
head = head.chain;
}
if (self.owner.deadflag == DEAD_NO)
if (self.minelayer_detonate)
W_Mine_RemoteExplode();
-
- if(self.csqcprojectile_clientanimate == 0)
- UpdateCSQCProjectile(self);
}
void W_Mine_Touch (void)
entity flash;
// scan how many mines we placed, and return if we reached our limit
- if(cvar("g_balance_minelayer_limit"))
+ if(autocvar_g_balance_minelayer_limit)
{
self.minelayer_mines = 0;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
self.minelayer_mines += 1;
- if(self.minelayer_mines >= cvar("g_balance_minelayer_limit"))
+ if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
{
// the refire delay keeps this message from being spammed
- sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
+ sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
play2(self, "weapons/unavailable.wav");
return;
}
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
mine.owner = self;
- if(cvar("g_balance_minelayer_detonatedelay") >= 0)
- mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
+ if(autocvar_g_balance_minelayer_detonatedelay >= 0)
+ mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
else
mine.spawnshieldtime = -1;
mine.classname = "mine";
mine.bot_dodge = TRUE;
- mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+ mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
- mine.health = cvar("g_balance_minelayer_health");
+ mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
+ mine.health = autocvar_g_balance_minelayer_health;
mine.event_damage = W_Mine_Damage;
mine.movetype = MOVETYPE_TOSS;
setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
+ W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
mine.angles = vectoangles (mine.velocity);
mine.touch = W_Mine_Touch;
mine.think = W_Mine_Think;
mine.nextthink = time;
- mine.cnt = time + cvar("g_balance_minelayer_lifetime");
+ mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
mine.flags = FL_PROJECTILE;
- CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
+ CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
// muzzle flash for 1st person view
flash = spawn ();
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
entity targetlist, targ;
float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
float selfdamage, teamdamage, enemydamage;
- edgedamage = cvar("g_balance_minelayer_edgedamage");
- coredamage = cvar("g_balance_minelayer_damage");
- edgeradius = cvar("g_balance_minelayer_radius");
+ edgedamage = autocvar_g_balance_minelayer_edgedamage;
+ coredamage = autocvar_g_balance_minelayer_damage;
+ edgeradius = autocvar_g_balance_minelayer_radius;
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
}
float desirabledamage;
desirabledamage = enemydamage;
- if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
- if (self.team && teamplay != 1)
+ if (time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if (teams_matter && self.team)
desirabledamage = desirabledamage - teamdamage;
mine = find(world, classname, "mine");
{
if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
+ if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
{
W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
}
}
{
// don't switch while placing a mine
if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
return FALSE;
}
else if (req == WR_CHECKAMMO2)