return;
}
self.nextthink = time;
- dist_mult = cvar("g_balance_tuba_attenuation") / cvar("snd_soundradius");
+ dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
FOR_EACH_REALCLIENT(e)
if(e != self.owner)
{
{
vector o;
float c, n;
- W_SetupShot(self, FALSE, 2, "", 0, cvar("g_balance_tuba_damage"));
+ W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
if(self.tuba_notecount)
{
self.tuba_notecount = FALSE;
Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
}
- self.tuba_note.teleport_time = time + cvar("g_balance_tuba_refire") * 2; // so it can get prolonged safely
+ self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
- //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), cvar("g_balance_tuba_attenuation"));
- RadiusDamage(self, self, cvar("g_balance_tuba_damage"), cvar("g_balance_tuba_edgedamage"), cvar("g_balance_tuba_radius"), world, cvar("g_balance_tuba_force"), hittype | WEP_TUBA, world);
+ //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
+ RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
o = gettaginfo(self.exteriorweaponentity, 0);
if(time > self.tuba_smoketime)
{
// bots cannot play the Tuba well yet
// I think they should start with the recorder first
- if(vlen(self.origin - self.enemy.origin) < cvar("g_balance_tuba_radius"))
+ if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
{
if(random() > 0.5)
self.BUTTON_ATCK = 1;
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_tuba_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
{
W_Tuba_Attack(0);
- //weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_tuba_animtime"), w_ready);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_tuba_animtime"), w_ready);
+ //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_tuba_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
{
W_Tuba_Attack(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_tuba_animtime"), w_ready);
- weapon_thinkf(WFRAME_IDLE, cvar("g_balance_tuba_animtime"), w_ready);
+ //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
}
if(self.tuba_note)
{