} else {
self.version = stof(argv(1));
}
- if(self.version != cvar("gameversion"))
+ if(self.version != autocvar_gameversion)
{
self.classname = "observer";
self.version_mismatch = 1;
PutClientInServer();
- } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
+ } else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force) {
//JoinBestTeam(self, FALSE, TRUE);
- } else if(teams_matter && !cvar("sv_spectate") && !(self.team_forced > 0)) {
+ } else if(teams_matter && !autocvar_sv_spectate && !(self.team_forced > 0)) {
self.classname = "observer";
stuffcmd(self,"menu_showteamselect\n");
}
return;
}
}
- if(self.classname == "player" && cvar("sv_spectate") == 1) {
+ if(self.classname == "player" && autocvar_sv_spectate == 1) {
if(self.flagcarried)
DropFlag(self.flagcarried, world, world);
if(self.ballcarried && g_nexball)
if(g_ca)
self.caplayer = 0;
if(blockSpectators)
- sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
+ sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
PutClientInServer();
}
} else if(cmd == "join") {
PlayerScore_Clear(self);
bprint ("^4", self.netname, "^4 is playing now\n");
PutClientInServer();
- if(cvar("g_campaign"))
+ if(autocvar_g_campaign)
campaign_bots_may_start = 1;
}
else {
return;
if( !teams_matter ) {
sprint( self, "selectteam can only be used in teamgames\n");
- } else if(cvar("g_campaign")) {
+ } else if(autocvar_g_campaign) {
//JoinBestTeam(self, 0);
} else if(self.team_forced > 0) {
sprint( self, "selectteam can not be used as your team is forced\n");
return;
if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
- || cvar("sv_ready_restart") || g_race_qualifying == 2)
+ || autocvar_sv_ready_restart || g_race_qualifying == 2)
{
- if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
+ if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable)
{
if (self.ready) // toggle
{
} else if(cmd == "timeout") {
if not(self.flags & FL_CLIENT)
return;
- if(cvar("sv_timeout")) {
+ if(autocvar_sv_timeout) {
if(self.classname == "player") {
if(votecalled)
sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
} else if(cmd == "timein") {
if not(self.flags & FL_CLIENT)
return;
- if(cvar("sv_timeout")) {
+ if(autocvar_sv_timeout) {
evaluateTimein();
}
} else if(cmd == "teamstatus") {
if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
if(cmd == "name" || cmd == "playermodel") // TODO also playerskin and color?
{
- if(self.nickspamtime == 0 || time > self.nickspamtime + cvar("g_nick_flood_timeout"))
+ if(self.nickspamtime == 0 || time > self.nickspamtime + autocvar_g_nick_flood_timeout)
// good, no serious flood
self.nickspamcount = 1;
else
self.nickspamcount += 1;
- self.nickspamtime = time + cvar("g_nick_flood_penalty");
+ self.nickspamtime = time + autocvar_g_nick_flood_penalty;
if (timeoutStatus == 2) //when game is paused, no flood protection
self.nickspamcount = self.nickspamtime = 0;
if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
//we have to decrease timelimit to its original value again!!
float newTL;
- newTL = cvar("timelimit");
- newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
+ newTL = autocvar_timelimit;
+ newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime;
cvar_set("timelimit", ftos(newTL));
}
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
- if(cvar("teamplay_lockonrestart") && teams_matter) {
+ if(autocvar_teamplay_lockonrestart && teams_matter) {
lockteams = 1;
bprint("^1The teams are now locked.\n");
}
//initiate the restart-countdown-announcer entity
- if(cvar("sv_ready_restart_after_countdown") && !g_ca && !g_arena)
+ if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena)
{
restartTimer = spawn();
restartTimer.think = restartTimer_Think;
}
//after a restart every players number of allowed timeouts gets reset, too
- if(cvar("sv_timeout"))
+ if(autocvar_sv_timeout)
{
FOR_EACH_REALPLAYER(e)
- e.allowedTimeouts = cvar("sv_timeout_number");
+ e.allowedTimeouts = autocvar_sv_timeout_number;
}
//reset map immediately if this cvar is not set
- if (!cvar("sv_ready_restart_after_countdown"))
+ if (!autocvar_sv_ready_restart_after_countdown)
reset_map(TRUE);
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":restart");
}
// reset ALL scores, but only do that at the beginning
//of the countdown if sv_ready_restart_after_countdown is off!
//Otherwise scores could be manipulated during the countdown!
- if (!cvar("sv_ready_restart_after_countdown"))
+ if (!autocvar_sv_ready_restart_after_countdown)
Score_ClearAll();
}
return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
if (timeoutStatus != 2) {
//if the map uses a timelimit make sure that timeout cannot be called right before the map ends
- if (cvar("timelimit")) {
+ if (autocvar_timelimit) {
//a timelimit was used
local float myTl;
- myTl = cvar("timelimit");
+ myTl = autocvar_timelimit;
local float lastPossibleTimeout;
- lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
+ lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
if (lastPossibleTimeout < time - game_starttime)
return sprint(self, "^7Error: It is too late to call a timeout now!\n");
//now all required checks are passed
self.allowedTimeouts -= 1;
bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
- remainingTimeoutTime = cvar("sv_timeout_length");
- remainingLeadTime = cvar("sv_timeout_leadtime");
+ remainingTimeoutTime = autocvar_sv_timeout_length;
+ remainingLeadTime = autocvar_sv_timeout_leadtime;
timeoutInitiator = self;
if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
timeoutStatus = 1;
}
else if (timeoutStatus == 2) {
//only shorten the remainingTimeoutTime if it makes sense
- if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
+ if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
- remainingTimeoutTime = cvar("sv_timeout_resumetime");
+ remainingTimeoutTime = autocvar_sv_timeout_resumetime;
timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
}
else