From 0cc2096cd765577f54a4ebf6af46b4a29c0dbe6b Mon Sep 17 00:00:00 2001 From: z411 Date: Thu, 2 Dec 2021 15:42:04 -0300 Subject: [PATCH] Powerup drops: Changed cvar names --- qcsrc/common/mutators/mutator/powerups/sv_powerups.qc | 10 +++++----- qcsrc/common/mutators/mutator/powerups/sv_powerups.qh | 4 ++-- xonotic-server.cfg | 4 ++-- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/qcsrc/common/mutators/mutator/powerups/sv_powerups.qc b/qcsrc/common/mutators/mutator/powerups/sv_powerups.qc index 3356fe49ea..f1326c97cf 100644 --- a/qcsrc/common/mutators/mutator/powerups/sv_powerups.qc +++ b/qcsrc/common/mutators/mutator/powerups/sv_powerups.qc @@ -88,7 +88,7 @@ void powerups_DropItem_Think(entity this) } // 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; @@ -108,11 +108,11 @@ void powerups_DropItem(entity this, StatusEffects effect) // 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) @@ -124,7 +124,7 @@ void powerups_DropItem(entity this, StatusEffects effect) } 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 @@ -150,7 +150,7 @@ MUTATOR_HOOKFUNCTION(powerups, ItemTouched) MUTATOR_HOOKFUNCTION(powerups, PlayerDies) { - if(!autocvar_g_powerups_dropondeath) + if(!autocvar_g_powerups_drop_ondeath) return; entity frag_target = M_ARGV(2, entity); diff --git a/qcsrc/common/mutators/mutator/powerups/sv_powerups.qh b/qcsrc/common/mutators/mutator/powerups/sv_powerups.qh index eab884e577..cd30dfecad 100644 --- a/qcsrc/common/mutators/mutator/powerups/sv_powerups.qh +++ b/qcsrc/common/mutators/mutator/powerups/sv_powerups.qh @@ -5,8 +5,8 @@ #include "powerups.qh" int autocvar_g_powerups; -int autocvar_g_powerups_dropondeath; -int autocvar_g_powerups_dropondeath_ttl; +int autocvar_g_powerups_drop_ondeath; +float autocvar_g_powerups_drop_expire_time; bool autocvar_g_powerups_stack; REGISTER_MUTATOR(powerups, true); diff --git a/xonotic-server.cfg b/xonotic-server.cfg index 2500862223..7234e81af0 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -198,8 +198,8 @@ set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved t set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)" set g_weapon_throwable 1 "if set to 1, weapons can be dropped" set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default" -set g_powerups_dropondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)" -set g_powerups_dropondeath_ttl 20 "seconds before a dropped powerup disappears if dropondeath is set to 2" +set g_powerups_drop_ondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)" +set g_powerups_drop_expire_time 25 "seconds before a dropped powerup disappears if its timer is frozen" set g_powerups_stack 0 "enables stacking of powerup timers when picking up a powerup you already have; otherwise timer is reset to the time granted by the item, if greater than the time you currently have" set g_powerups_strength 1 "allow strength powerups to spawn" set g_powerups_shield 1 "allow shield powerups to spawn" -- 2.39.2