-// dm
-set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
-set gamecfg 1 // "deathmatch"
-
-// ctf
-set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
-set g_ctf_flag_return_time 15
-set g_ctf_flag_return_dropped 100
-set g_ctf_flag_return_damage 0
-set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
-set g_ctf_flagcarrier_allow_vehicle_carry 1
-set g_ctf_flagcarrier_selfdamagefactor 1
-set g_ctf_flagcarrier_selfforcefactor 1
-set g_ctf_flagcarrier_damagefactor 1
-set g_ctf_flagcarrier_forcefactor 1
-set g_ctf_flagcarrier_waypointforenemy_time 30 "show the enemy flagcarrier location after this time period is up"
-set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
-set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
-set g_ctf_fullbrightflags 0
-set g_ctf_dynamiclights 0
-set g_ctf_flag_damageforcescale 2
-set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
-set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
-set g_ctf_flag_collect_delay 1
-set g_ctf_flag_health 0
-set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
-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_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"
-set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
-set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
-set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing"
-set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped"
-set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
-set g_ctf_allow_vehicle_touch 1 "allow flags to be picked up/captured/returned from inside a vehicle
-
-set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
-set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
-set g_ctf_shield_force 100 "push force of the shield"
-
-// fun for server admins
-set g_ctf_flag_red_model "models/ctf/flags.md3"
-set g_ctf_flag_red_skin 0
-set g_ctf_flag_blue_model "models/ctf/flags.md3"
-set g_ctf_flag_blue_skin 1
-set g_ctf_flag_glowtrails 0
-set g_ctf_flag_pickup_effects 1
-set g_ctf_flag_capture_effects 1
-set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too"
-
-// runematch
-set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)"
-set g_runematch_pointrate 5
-set g_runematch_fixedspawns 1 "use fixed runematch spawns if available"
-set g_runematch_pointamt 1
-set g_runematch_shuffletime 30 "how often runes change position"
-set g_runematch_respawntime 15 "how soon after being dropped to respawn"
-set g_runematch_frags_killedby_runeholder 4
-set g_runematch_frags_killed_runeholder 5
-set g_runematch_frags_norune 0
-set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn"
-set g_runematch_allow_same 0 "allow matching rune-curse pairs"
-set g_runematch_rune_alpha 0.78
-set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544"
-set g_runematch_rune_glow_size 0
-set g_runematch_rune_glow_color 0
-set g_runematch_rune_color_strength 1.0
-// strength/weakness
-set g_balance_rune_strength_damage 2.0
-set g_balance_rune_strength_force 1.5
-set g_balance_curse_weak_damage 0.5
-set g_balance_curse_weak_force 0.6
-set g_balance_rune_strength_combo_damage 0.9
-set g_balance_rune_strength_combo_force 1.0
-// defense/vulner
-set g_balance_rune_defense_takedamage 0.5
-set g_balance_curse_vulner_takedamage 2.0
-set g_balance_rune_defense_combo_takedamage 1.0
-// vampire/empathy
-set g_balance_rune_vampire_absorb 0.4
-set g_balance_curse_empathy_takedamage -0.4
-set g_balance_rune_vampire_combo_absorb -0.1
-set g_balance_rune_vampire_maxhealth 500
-set g_balance_curse_empathy_minhealth 20
-set g_balance_rune_vampire_combo_minhealth 40
-// regen/venom
-set g_balance_rune_regen_hpmod 1.75
-set g_balance_curse_venom_hpmod 0.6
-set g_balance_rune_regen_combo_hpmod 0.9
-set g_balance_rune_regen_regenrate 3.0
-set g_balance_curse_venom_rotrate 3.0
-set g_balance_rune_regen_combo_regenrate 0.5
-set g_balance_rune_regen_combo_rotrate 1.5
-set g_balance_rune_regen_limitmod 1
-set g_balance_curse_venom_limitmod 1
-set g_balance_rune_regen_combo_limitmod 1
-// speed/slow
-set g_balance_rune_speed_atkrate 0.66
-set g_balance_curse_slow_atkrate 1.5
-set g_balance_rune_speed_combo_atkrate 1.2
-set g_balance_rune_speed_highspeed 1.5
-set g_balance_curse_slow_highspeed 0.6
-set g_balance_rune_speed_combo_highspeed 0.9
-
-// domination
-set g_domination 0 "Domination: capture and hold control points to gain points"
-set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
-seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
-set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
-set g_domination_point_amt 0 "override: how many points to get per ping"
-set g_domination_point_fullbright 0 "domination point fullbright"
-set g_domination_point_rate 0 "override: how often to give those points"
-set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)"
-set g_domination_point_glow 0 "domination point glow (warning, slow)"
-//set g_domination_balance_team_points 1 "# of points received is based on team sizes"
-
-// last man standing
-set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
-set g_lms_lives_override -1
-set g_lms_regenerate 0
-set g_lms_campcheck_interval 10
-set g_lms_campcheck_message "^1Don't camp!"
-set g_lms_campcheck_damage 100
-set g_lms_campcheck_distance 1800
-set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
-set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
-
-// arena
-set g_arena 0 "Arena: many one-on-one rounds are played to find the winner"
-set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)"
-set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies"
-set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
-
-// ca
-set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round."
-set g_ca_point_limit 10 "point limit 10 is standard for clan arena"
-set g_ca_point_leadlimit 0
-set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games."
-set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
-
-// onslaught
-set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
-set g_onslaught_gen_health 2500
-set g_onslaught_cp_health 1000
-set g_onslaught_cp_buildhealth 100
-set g_onslaught_cp_buildtime 5
-set g_onslaught_cp_regen 20
-
-// assault
-set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
-
-// race
-set g_race 0 "Race: be faster than your opponents"
-set g_race_qualifying_timelimit 0
-set g_race_qualifying_timelimit_override -1
-set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
-
-// cts
-set g_cts 0 "CTS: complete the stage"
-
-// nexball
-set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
-
-set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
-set g_balance_nexball_primary_speed 1000 "launching speed"
-set g_balance_nexball_primary_refire 0.7 "launching refire"
-set g_balance_nexball_primary_animtime 0.3 "launching animtime"
-set g_balance_nexball_secondary_animtime 0.3 "launching animtime"
-set g_balance_nexball_secondary_speed 3000 "stealing projectile speed"
-set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime"
-set g_balance_nexball_secondary_force 500 "stealing projectile force"
-set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
-set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
-
-// -1: MrBougo's first try, not very playable but working...
-// The ball gets the player's velocity * 1.5 + a vertical boost
-// 0: Revenant style
-// Player's velocity + a boost where he's looking at + a boost
-// perpendicularly to the first boost, that is upwards relatively
-// to the view angle
-// 1: MrBougo's modded Rev style 1
-// The 2nd Rev boost is always vertical
-// 2: MrBougo's modded Rev style 2
-// The 1st Rev boost is always horizontal
-// The 2nd Rev boost is always vertical
-set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
-set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
-set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
-set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
-set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
-
-set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
-set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
-
-set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
-set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
-set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
-
-set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
-
-set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
-set g_nexball_basketball_meter 1 "use the power meter for basketball"
-set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
-set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
-
-set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
-set g_nexball_delay_idle 10 "maximal idle time before a reset"
-set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
-set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
-
-set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
-
-set g_nexball_basketball_trail 1 "1 to leave a trail"
-set g_nexball_football_trail 0 "1 to leave a trail"
-set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
-
-set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
-