v_deathtilt 0 // needed for spectators (who are dead to avoid prediction)\r
\r
// these settings determine how much the view is affected by movement/damage\r
-cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition\r
+cl_smoothviewheight 0.2 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition\r
cl_deathfade 1 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
cl_bobcycle 0.6 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6\r
cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01\r
set g_telefrags_avoid 0\r
set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"\r
\r
+set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"\r
+set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"\r
+set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would"\r
+\r
set sv_gibhealth 75 "Minus health a dead body must have in order to get gibbed"\r
\r
// fragmessage: This allows extra information to be displayed with the frag centerprints. \r