From b04c2a03f62248fcd7c4af02681d018019a6edfc Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Sat, 8 Jul 2017 23:06:02 +0200 Subject: [PATCH] use AUTOCVAR_SAVE --- .../mutator/damagetext/cl_damagetext.qc | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index ab625a63f..fbb6bcb75 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -28,15 +28,15 @@ AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only up AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire"); -AUTOCVAR(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known"); -AUTOCVAR(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)"); -AUTOCVAR(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha"); -AUTOCVAR(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds"); -AUTOCVAR(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds"); -AUTOCVAR(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)"); -AUTOCVAR(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"); -AUTOCVAR(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this"); -AUTOCVAR(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen"); +AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known"); +AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds"); +AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds"); +AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this"); +AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen"); CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color); -- 2.39.2