void W_UZI_Attack (float deathtype)
{
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
- if (!g_norecoil)
+ if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
+ if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
void uzi_mode1_fire_burst()
{
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
+ if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;