set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"
set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
+set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations"
+set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage"
+set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force"
+set g_throughfloor_min_steps_player 1 "Minimum number of steps for splash damage"
+set g_throughfloor_min_steps_other 1 "Minimum number of steps for splash damage"
+set g_throughfloor_max_steps_player 100 "Maximum number of steps for splash damage"
+set g_throughfloor_max_steps_other 10 "Maximum number of steps for splash damage"
+// note: for damage X, 0.25 * ((1-g_throughfloor_damage)*X / g_throughfloor_damage_max_stddev)^2 steps are used
+// for these numbers:
+// damage 25: 3
+// damage 60: 15
+// damage 80: 25
+// damage 200: 157
+// force 250: 10
+// force 300: 15
+// force 600: 57
+
// effects
r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture
r_glsl_postprocess 0 // but note, hud_postprocessing enables this
set con_completion_vdomap map
set con_completion_playermodel models/player/*.iqm
-// these non-saved engine cvars shall be savedG
+// these non-saved engine cvars shall be saved
seta cl_port $cl_port
seta r_showsurfaces $r_showsurfaces
seta r_ambient $r_ambient
seta vid_gl13 $vid_gl13
seta r_drawviewmodel $r_drawviewmodel
seta v_idlescale $v_idlescale
+seta net_slist_queriespersecond $net_slist_queriespersecond
// ticrate
//sys_ticrate 0.0166667
set sv_foginterval 1 "force enable fog in regular intervals"
+set g_physical_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
+set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage"
+set g_physical_items_reset 1 "return map items to their original lotation after being picked up"
+
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
alias _cdtrack_0 "g_cdtracks_remaplist \"$g_cdtracks_remaplist $1\""
set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used"
seta g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded"
-set menu_updatecheck 1
+set menu_updatecheck 1 "check for updates"
+set menu_updatecheck_getpacks 1 "get update packs from update server"
set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved
set bot_sound_monopoly 0 "when enabled, only bots can make any noise"
alias cl_hook_gamestart_ons
alias cl_hook_gamestart_as
alias cl_hook_gamestart_rc
-alias cl_hook_gamestart_nexball
+alias cl_hook_gamestart_nb
alias cl_hook_gamestart_cts
alias cl_hook_gamestart_ka
-alias cl_hook_gamestart_freezetag
+alias cl_hook_gamestart_ft
alias cl_hook_gameend
alias cl_hook_activeweapon
alias sv_hook_gamestart_ons
alias sv_hook_gamestart_as
alias sv_hook_gamestart_rc
-alias sv_hook_gamestart_nexball
+alias sv_hook_gamestart_nb
alias sv_hook_gamestart_cts
alias sv_hook_gamestart_ka
-alias sv_hook_gamestart_freezetag
+alias sv_hook_gamestart_ft
alias sv_hook_gamerestart
alias sv_hook_gameend
// campaign internal, set when loading a campaign map1G
set _campaign_index ""
set _campaign_name ""
+set _campaign_testrun 0 "To verify the campaign file, set this to 1, then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad."
// debug
set _independent_players 0 "DO NOT TOUCH"
set g_weaponreplace_laser ""
set g_weaponreplace_shotgun ""
set g_weaponreplace_uzi ""
-set g_weaponreplace_minelayer ""
set g_weaponreplace_grenadelauncher ""
set g_weaponreplace_electro ""
set g_weaponreplace_crylink ""
set g_weaponreplace_porto ""
set g_weaponreplace_minstanex ""
set g_weaponreplace_hook ""
-set g_weaponreplace_hlac ""
-set g_weaponreplace_rifle ""
set g_weaponreplace_tuba ""
set g_weaponreplace_fireball ""
-set g_weaponreplace_seeker ""
set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)"
set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"
scr_loadingscreen_scale_limit 2
// other config files
+exec mutator_new_toys.cfg // run BEFORE balance to make sure balance wins
exec balanceXonotic.cfg
exec ctfscoring-ai.cfg
exec effects-normal.cfg