float W_WeaponRateFactor(entity this)
{
float t = 1;
- if(g_weaponratefactor > 0)
- t = 1.0 / g_weaponratefactor;
+ if(autocvar_g_weaponratefactor > 0)
+ t = 1.0 / autocvar_g_weaponratefactor;
MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
t = M_ARGV(0, float);
float W_WeaponSpeedFactor(entity this)
{
- float t = 1.0 * g_weaponspeedfactor;
+ float t = 1.0 * autocvar_g_weaponspeedfactor;
MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
t = M_ARGV(0, float);
{
FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
- wframe_send(it, this, fr, g_weaponratefactor, restartanim);
+ wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
});
}