set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
set g_ctf_flag_pickup_verbosename 0 "show the name of the person who picked up the flag too"
set g_ctf_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!"
-set g_ctf_drop_strengthmultiplier 3 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
+set g_ctf_drop_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
set g_ctf_drop_velocity 500 "how fast or far a player can throw the flag"
set g_ctf_pass 1 "allow passing of flags to nearby team mates"
set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
case DROP_THROW:
{
makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
- flag_velocity = (('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_drop_strengthmultiplier : 1));
+ flag_velocity = ('0 0 200' + ((v_forward * autocvar_g_ctf_drop_velocity) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_drop_strengthmultiplier : 1)));
flag.velocity = W_CalculateProjectileVelocity(player.velocity, flag_velocity, FALSE);
break;
}