cl_movement_edgefriction $edgefriction\r
cl_movement_friction $sv_friction\r
cl_movement_jumpvelocity $sv_jumpvelocity\r
+cl_movement_crouchvelocity $sv_crouchvelocity\r
cl_movement_maxairspeed $sv_maxairspeed\r
cl_movement_maxspeed $sv_maxspeed\r
cl_movement_stepheight $sv_stepheight\r
set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"\r
set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"\r
seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"\r
-seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic racetrack cyberparcour"\r
+seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic bleach dieselpower racetrack cyberparcour"\r
seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"\r
seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"\r
seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"\r
seta v_kicktime $v_kicktime\r
seta r_subdivisions_tolerance $r_subdivisions_tolerance\r
\r
+// create CSQC physics cvars at normal defaults\r
+set cl_movement_crouchvelocity 0.5\r
+set sv_crouchvelocity 0.5\r
+\r
// ticrate\r
sys_ticrate 0.0166667\r
cl_netfps 60 // should match\r
set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size"\r
set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
-set g_healthsize_weapon_scalefactor_pos 4 "Amount by which the view model is moved vertically based on player size"\r
+set g_healthsize_weapon_scalefactor_pos 6 "Amount by which the view model is moved vertically based on player size"\r
+set g_healthsize_quake_step 10 "The view of nearby players is shaken by this amount when a macro walks near them (requires g_footsteps)"\r
+set g_healthsize_quake_step_radius 500 "Radius in which a player must be located to shake the view"\r
+set g_healthsize_quake_fall 20 "The view of nearby players is shaken by this amount when a macro falls near them"\r
+set g_healthsize_quake_fall_radius 750 "Radius in which a player must be located to shake the view"\r
\r
set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work"\r
set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor"\r