// If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
// otherwise it'll disappear after the timer runs out.
- float time_to_live = (freezeTimer ? autocvar_g_powerups_dropondeath_ttl : timeleft);
+ float time_to_live = (freezeTimer ? autocvar_g_items_dropped_lifetime : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
{
- if(!autocvar_g_powerups_dropondeath)
+ if(!autocvar_g_powerups_drop_ondeath)
return;
entity frag_target = M_ARGV(2, entity);