diff --git a/src/game/server/entities/dragger.h b/src/game/server/entities/dragger.h index b49696264..d883681fb 100644 --- a/src/game/server/entities/dragger.h +++ b/src/game/server/entities/dragger.h @@ -9,7 +9,7 @@ class CDraggerBeam; * Draggers generate dragger beams which pull players towards their center similar to a tractor beam * * A dragger will only generate one dragger beam per team for the closest player for whom the following criteria are met: - * - The player is within the dragger range (m_SvDraggerRange). + * - The player is within the dragger range (sv_dragger_range). * - The player is not a super player * - The dragger is activated * - The dragger beam to be generated is not blocked by laser stoppers (or solid blocks if IgnoreWalls is set to false) diff --git a/src/game/server/entities/dragger_beam.h b/src/game/server/entities/dragger_beam.h index a30d21577..c893a31d3 100644 --- a/src/game/server/entities/dragger_beam.h +++ b/src/game/server/entities/dragger_beam.h @@ -12,7 +12,7 @@ * met. Dragger beams exist until these criteria are no longer met. Dragger beams dissolve and automatically * de-register from their dragger source as soon as the player for whom they were created: * - is no longer alive - * - is no longer in range (m_SvDraggerRange) + * - is no longer in range (sv_dragger_range) * - can no longer be dragged because the beam is intercepted by a laser stopper (or if !IgnoreWalls by solid blocks) * * Dragger beams accelerate the selected player every tick towards their center. The length of the speed vector, which diff --git a/src/game/server/entities/gun.cpp b/src/game/server/entities/gun.cpp index 45c3da6cf..4baf0fe9d 100644 --- a/src/game/server/entities/gun.cpp +++ b/src/game/server/entities/gun.cpp @@ -39,7 +39,7 @@ void CGun::Tick() } m_Pos += m_Core; } - if(g_Config.m_SvPlasmaPerSec != 0) + if(g_Config.m_SvPlasmaPerSec > 0) { Fire(); } @@ -81,7 +81,7 @@ void CGun::Fire() continue; } - // Turrets can only shoot at a speed of m_SvPlasmaPerSec + // Turrets can only shoot at a speed of sv_plasma_per_sec const int &TargetClientId = pTarget->GetPlayer()->GetCID(); const bool &TargetIsSolo = pTarget->Teams()->m_Core.GetSolo(TargetClientId); if((TargetIsSolo && diff --git a/src/game/server/entities/gun.h b/src/game/server/entities/gun.h index d81451897..81fd1dc61 100644 --- a/src/game/server/entities/gun.h +++ b/src/game/server/entities/gun.h @@ -9,15 +9,15 @@ /** * Turrets (also referred to as Gun) fire plasma bullets at the nearest player * - * A turret fires plasma bullets with a certain firing rate (m_SvPlasmaPerSec) at the closest player of a team for whom + * A turret fires plasma bullets with a certain firing rate (sv_plasma_per_sec) at the closest player of a team for whom * the following criteria are met: - * - The player is within the turret range (m_SvPlasmaRange) + * - The player is within the turret range (sv_plasma_range) * - The player is not a super player * - The turret is activated * - The initial trajectory of the plasma bullet to be generated would not be stopped by any solid block * With the exception of solo players, for whom plasma bullets will always be fired, regardless of the rest of the team, * if the above criteria are met. Solo players do not affect the generation of plasma bullets for the rest of the team. - * The shooting rate of m_SvPlasmaPerSec is independent for each team and solo player and starts with the first tick + * The shooting rate of sv_plasma_per_sec is independent for each team and solo player and starts with the first tick * when a target player is selected. */ class CGun : public CEntity