s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_PRI(crylink, spread) * autocvar_g_weaponspreadfactor;
W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
settouch(proj, W_Crylink_Touch);
s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor;
s = w_shotdir + right * s.y + up * s.z;
}
else
{
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
+ s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor);
}
W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);