// g_turrets_targetscan_maxdelay forces a target re-scan at least this often
float do_target_scan;
- if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
do_target_scan = 1;
// Old target (if any) invalid?
}
// But never more often then g_turrets_targetscan_mindelay!
- if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
do_target_scan = 0;
if(do_target_scan)
return;
}
else
- self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
+ self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
if not(self.aim_flags & TFL_AIM_NO)
void turret_fire()
{
- if (cvar("g_turrets_nofire") != 0)
+ if (autocvar_g_turrets_nofire != 0)
return;
self.turret_firefunc();
self.nextthink = time + 1;
entity e;
- if (cvar("g_turrets_reloadcvars") == 1)
+ if (autocvar_g_turrets_reloadcvars == 1)
{
e = nextent(world);
while (e)
entity e, ee;
// Are turrets allowed?
- if (cvar("g_turrets") == 0)
+ if (autocvar_g_turrets == 0)
return 0;
load_unit_settings(self,self.cvar_basename, 0);
// Handle turret teams.
- if (cvar("g_assault") != 0)
+ if (autocvar_g_assault != 0)
{
if not (self.team)
self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize