#define DOMPOINTFRAGS frags
-float g_domination_point_amt;
-float g_domination_point_rate;
-
.float enemy_playerid;
.entity sprite;
.float captime;
void LogDom(string mode, float team_before, entity actor)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":dom:", mode);
s = strcat(s, ":", ftos(team_before));
//bprint("\n");
float points, wait_time;
- if (g_domination_point_amt)
- points = g_domination_point_amt;
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
else
points = self.frags;
- if (g_domination_point_rate)
- wait_time = g_domination_point_rate;
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
else
wait_time = self.wait;
if (head.noise1 != "")
play2all(head.noise1);
- //self.nextthink = time + cvar("g_domination_point_rate");
+ //self.nextthink = time + autocvar_g_domination_point_rate;
//self.think = dompointthink;
self.delay = time + wait_time;
if (gameover || self.delay > time || time < game_starttime) // game has ended, don't keep giving points
return;
- if(g_domination_point_rate)
- self.delay = time + g_domination_point_rate;
+ if(autocvar_g_domination_point_rate)
+ self.delay = time + autocvar_g_domination_point_rate;
else
self.delay = time + self.wait;
// NOTE: this defaults to 0
if (self.goalentity.netname != "")
{
- if(g_domination_point_amt)
- fragamt = g_domination_point_amt;
+ if(autocvar_g_domination_point_amt)
+ fragamt = autocvar_g_domination_point_amt;
else
fragamt = self.DOMPOINTFRAGS;
TeamScore_AddToTeam(self.goalentity.team, ST_SCORE, fragamt);
void spawnfunc_dom_team()
{
- if(!g_domination || cvar("g_domination_teams_override") >= 2)
+ if(!g_domination || autocvar_g_domination_teams_override >= 2)
{
remove(self);
return;
float c1, c2, c3, c4, totalteams, smallestteam, smallestteam_count, selectedteam;
float balance_teams, force_balance, balance_type;
- balance_teams = cvar("g_balance_teams");
- balance_teams = cvar("g_balance_teams_force");
+ balance_teams = autocvar_g_balance_teams;
+ balance_teams = autocvar_g_balance_teams_force;
c1 = c2 = c3 = c4 = -1;
totalteams = 0;
//if(!self.glow_size)
// self.glow_size = cvar("g_domination_point_glow");
self.effects = self.effects | EF_LOWPRECISION;
- if (cvar("g_domination_point_fullbright"))
+ if (autocvar_g_domination_point_fullbright)
self.effects |= EF_FULLBRIGHT;
};
void dom_spawnteams()
{
float numteams;
- if(cvar("g_domination_teams_override") < 2)
- numteams = cvar("g_domination_default_teams");
+ if(autocvar_g_domination_teams_override < 2)
+ numteams = autocvar_g_domination_default_teams;
else
- numteams = cvar("g_domination_teams_override");
+ numteams = autocvar_g_domination_teams_override;
// LordHavoc: edit this if you want to change defaults
dom_spawnteam("Red", COLOR_TEAM1-1, "models/domination/dom_red.md3", 0, "domination/claim.wav", "", "Red team has captured a control point");
dom_spawnteam("Blue", COLOR_TEAM2-1, "models/domination/dom_blue.md3", 0, "domination/claim.wav", "", "Blue team has captured a control point");
local entity head;
// if no teams are found, spawn defaults, if custom teams are set, use them
- if (find(world, classname, "dom_team") == world || cvar("g_domination_teams_override") >= 2)
+ if (find(world, classname, "dom_team") == world || autocvar_g_domination_teams_override >= 2)
dom_spawnteams();
// if no control points are found, spawn defaults
if (find(world, classname, "dom_controlpoint") == world)
g_domination_point_rate = cvar("g_domination_point_rate");
g_domination_point_amt = cvar("g_domination_point_amt");
-
- // teamplay is always on in domination, defaults to hurt self but not teammates
- //if(!teams_matter)
- // cvar_set("teamplay", "3");
};