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If the player has enough ammo already, don't pick up the weapon when g_weapon_stay...
[xonotic/xonotic-data.pk3dir.git] / physicsFruit.cfg
1 g_mod_physics Fruit
2 // physicsNoQWBunny.cfg vs physicsXPM.cfg
3
4 sv_gravity 800
5 sv_maxspeed 320
6 sv_maxairspeed 320
7 sv_stopspeed 100
8 sv_accelerate 15
9 sv_airaccelerate 1
10 sv_friction 8
11 edgefriction 1
12 sv_stepheight 34
13 sv_jumpvelocity 270
14 sv_jumpvelocity_crouch 0
15 sv_wateraccelerate -1
16 sv_waterfriction -1
17 sv_airaccel_sideways_friction 0 // breaks strafing?
18 sv_airaccel_qw 0.92
19 sv_airaccel_qw_stretchfactor 0
20 sv_airstopaccelerate 2.5
21 sv_airstrafeaccelerate 20
22 sv_maxairstrafespeed 100
23 sv_airstrafeaccel_qw -0.97
24 sv_aircontrol 125
25 sv_aircontrol_power 2.5
26 sv_aircontrol_backwards 0
27 sv_aircontrol_sidewards 0
28 sv_airspeedlimit_nonqw 0
29 sv_warsowbunny_turnaccel 0
30 sv_warsowbunny_accel 0.1593
31 sv_warsowbunny_topspeed 925
32 sv_warsowbunny_backtosideratio 0.8
33 sv_friction_on_land 0
34 sv_doublejump 1 // TINY (1.35x normal) doublejumps only, can be disabled if wanted...
35 sv_jumpspeedcap_min 0 // need predicting? (it should already be in CSQC prediction code)
36 sv_jumpspeedcap_max 0.35
37 sv_jumpspeedcap_max_disable_on_ramps 1
38 g_teleport_maxspeed 0
39 sv_track_canjump 0