}
// Only needed to update if the timer of the powerup is running
- if(autocvar_g_powerups_dropondeath == 1)
+ if(autocvar_g_powerups_drop_ondeath == 1)
WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
this.nextthink = time + 1;
// If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
// If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
// See Item_SetExpiring() below.
- float finished = (autocvar_g_powerups_dropondeath == 2 ? timeleft : t);
+ float finished = (autocvar_g_powerups_drop_ondeath == 2 ? timeleft : t);
// 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 = (autocvar_g_powerups_dropondeath == 2 ? autocvar_g_powerups_dropondeath_ttl : timeleft);
+ float time_to_live = (autocvar_g_powerups_drop_ondeath == 2 ? autocvar_g_powerups_drop_expire_time : timeleft);
// TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
switch(item)
}
Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
- if(autocvar_g_powerups_dropondeath != 2)
+ if(autocvar_g_powerups_drop_ondeath != 2)
Item_SetExpiring(e, true);
// Use health as time left to live
MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
{
- if(!autocvar_g_powerups_dropondeath)
+ if(!autocvar_g_powerups_drop_ondeath)
return;
entity frag_target = M_ARGV(2, entity);