self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
self.owner.cnt = WEP_ROCKET_LAUNCHER;
ATTACK_FINISHED(self.owner) = time;
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
self.owner.cnt = WEP_ROCKET_LAUNCHER;
ATTACK_FINISHED(self.owner) = time;
{
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
)
{
W_Rocket_DoRemoteExplode();
// accelerate
makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
+ velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
if (velspeed > 0)
- self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
if(self == self.owner.lastrocket)
if not(self.owner.rl_release)
if not(self.BUTTON_ATCK2)
- if(cvar("g_balance_rocketlauncher_guiderate"))
+ if(autocvar_g_balance_rocketlauncher_guiderate)
if(time > self.pushltime)
if(self.owner.deadflag == DEAD_NO)
{
- f = cvar("g_balance_rocketlauncher_guideratedelay");
+ f = autocvar_g_balance_rocketlauncher_guideratedelay;
if(f)
f = bound(0, (time - self.pushltime) / f, 1);
else
desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
olddir = normalize(self.velocity);
-#if 0
- // disabled this code because it doesn't do what I want it to do :P
- cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
- cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
- cosang = desireddir * normalize(self.origin - desiredorigin);
- if(cosminang == cosmaxang)
- f *= (cosang >= cosminang);
- else
- f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
-#endif
-
// now it gets tricky... we want to move like some curve to approximate the target direction
// but we are limiting the rate at which we can turn!
- goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
- newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+ goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+ newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
self.velocity = newdir * velspeed;
self.angles = vectoangles(self.velocity);
local entity flash;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = self;
self.lastrocket = missile;
- if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
- missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+ if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+ missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
else
missile.spawnshieldtime = -1;
- missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
+ missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
missile.classname = "rocket";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+ missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
- missile.health = cvar("g_balance_rocketlauncher_health");
+ missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+ missile.health = autocvar_g_balance_rocketlauncher_health;
missile.event_damage = W_Rocket_Damage;
missile.movetype = MOVETYPE_FLY;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_Rocket_Touch;
missile.think = W_Rocket_Think;
missile.nextthink = time;
- missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
+ missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
missile.flags = FL_PROJECTILE;
- CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
// 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_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
local entity missile, targetlist, targ;
local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
local float selfdamage, teamdamage, enemydamage;
- edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
- coredamage = cvar("g_balance_rocketlauncher_damage");
- edgeradius = cvar("g_balance_rocketlauncher_radius");
+ edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+ coredamage = autocvar_g_balance_rocketlauncher_damage;
+ edgeradius = autocvar_g_balance_rocketlauncher_radius;
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
}
local 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;
missile = find(world, classname, "rocket");
{
if (self.BUTTON_ATCK)
{
- if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
- if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
+ if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+ if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
{
W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
self.rl_release = 0;
}
}
{
// don't switch while guiding a missile
if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
return FALSE;
}
else if (req == WR_CHECKAMMO2)