self.dmg = 2;
}
// check for falling damage
- if(!self.hook.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))
+ if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
{
dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
- dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
- dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
if (dm > 0)
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
}
- maxspeed = cvar("g_maxspeed");
+ maxspeed = autocvar_g_maxspeed;
if(maxspeed > 0 && vlen(self.velocity) > maxspeed)
Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
WarpZone_StartFrame();
- sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
+ sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
if(sys_frametime <= 0)
sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
- orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
+ orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
- skill = cvar("skill");
+ skill = autocvar_skill;
Spawnqueue_Check();
if(game_delay_last == TRUE)
if(game_delay == FALSE)
- if(cvar("sv_eventlog"))
+ if(autocvar_sv_eventlog)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
// if in warmup stage and limit for warmup is hit start match
if (inWarmupStage)
if ((g_warmup_limit > 0 && time >= g_warmup_limit)
- || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
+ || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
{
ReadyRestart();
return;
RuneMatchGivePoints();
bot_serverframe();
- if(cvar("spawn_debugview"))
+ if(autocvar_spawn_debugview)
{
RandomSelection_Init();
for(self = world; (self = find(self, classname, "player")); )