seta cl_spawn_event_sound 1 "sound effect whenever a player spawns"
//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model
seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files
seta cl_spawn_event_sound 1 "sound effect whenever a player spawns"
//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model
seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files
seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen"
seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen"
seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have"
seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have"
seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have"
seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have"
-set cl_deathglow 0.8 "number of seconds during which dead bodies glow out"
+set cl_deathglow 2 "number of seconds during which dead bodies glow out"
+set cl_deathglow_min 0.5 "glow out up to this glow factor"
+
+set cl_respawn_ghosts_keepcolors 0 "if enabled respawn ghosts keep body colors"
seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag"
seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary"
seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag"
seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary"
r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
r_water_refractdistort 0.003
r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
r_water_refractdistort 0.003