return;
if (g_nexball && w == WEP_GRENADE_LAUNCHER)
return;
- if (!cvar("g_pickup_items"))
+ if (!autocvar_g_pickup_items)
return;
if (g_ca)
return;
- if(!cvar("g_weapon_throwable"))
+ if(!autocvar_g_weapon_throwable)
return;
- if(cvar("g_weapon_stay") == 1)
+ if(autocvar_g_weapon_stay == 1)
return;
if(!W_IsWeaponThrowable(w))
return;
if (frametime)
self.weapon_frametime = frametime;
- if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
+ if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
if(g_freezetag && self.freezetag_frozen == 1)
weapon_action(self.switchweapon, WR_SETUP);
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
else if (self.weaponentity.state == WS_READY)
sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
#ifndef INDEPENDENT_ATTACK_FINISHED
}