}
}
+ // WEAPONTODO
float xyspeed;
xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge) && WEP_CVAR(nex, charge_velocity_rate) && xyspeed > WEP_CVAR(nex, charge_minspeed))
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
- f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+ xyspeed = min(xyspeed, WEP_CVAR(nex, charge_maxspeed));
+ f = (xyspeed - WEP_CVAR(nex, charge_minspeed)) / (WEP_CVAR(nex, charge_maxspeed) - WEP_CVAR(nex, charge_minspeed));
// add the extra charge
- self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+ self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_velocity_rate) * f * frametime);
}
:end
if(self.flags & FL_ONGROUND)