seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore"
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_generator_distance 400 "final camera distance while viewing generator explosion"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera"
+seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion"
//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining
set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"
set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed"
-// fragmessage: This allows extra information to be displayed with the frag centerprints.
-set sv_fraginfo 1 "Enable extra frag message information, 0 = Never display, 1 = Display only in warmup mode; 2 = Always display"
-set sv_fraginfo_ping 1 "Enable ping display information, 0 = Never display, 1 = Always display (If the player is a bot, it will say bot instead of the ping.)"
-set sv_fraginfo_handicap 1 "Enable handicap display information, 0 = Never display, 1 = Only when the player has handicap on, 2 = Always display (Displays Off if disabled)"
-set sv_fraginfo_stats 1 "Enable statistics (health/armor) display information, 0 = Never display, 1 = Always display (Only available for the person who was killed)"
-
// use default physics
set sv_friction_on_land 0
set sv_friction_slick 0.5
set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)"
set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)"
set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style"
+set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not"
seta sv_precacheplayermodels 1
seta sv_precacheweapons 0
set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
set g_antilag_nudge 0 "don't touch"
-set g_shootfromclient 2 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed; see also cl_gunalign"
set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"
set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used"
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
set samelevel 0 "when 1, always play the same level over and over again"
+set g_items_mindist 0 "starting distance for the fading of items"
+set g_items_maxdist 0 "maximum distance at which an item can be viewed, after which it will be invisible"
+
set g_grab_range 200 "distance at which dragable objects can be grabbed"
set g_cloaked 0 "display all players mostly invisible"
set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again"
set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)."
set g_respawn_delay_max 0 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
+set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)"
set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
// overtime
set g_footsteps 1 "serverside footstep sounds"
-set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
-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"
gl_picmip_other 1 // so, picmip -1 is best possible quality
r_mipsprites 1
r_mipskins 1
+gl_max_lightmapsize 4096
r_shadow_realtime_world_lightmaps 1
r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter.
cl_decals_fadetime 5
alias weapon_group_8 "impulse 8"
alias weapon_group_9 "impulse 9"
alias weapon_group_0 "impulse 14" // cycles the superweapons
+// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers
exec weapons.cfg
// score log
seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance"
seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance"
seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading"
+seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn: 1 when spectating, 2 even playing in warmup stage"
set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test."
alias "g_waypointsprite_personal" "impulse 30"
alias "g_waypointsprite_personal_p" "impulse 31"
seta g_waypointsprite_turrets_maxdist 5000 "max distace for turret sprites"
seta g_waypointsprite_tactical 1 "tactical overlay on turrets when in a vehicle"
+set sv_itemstime 1 "enable networking of left time until respawn for items such as mega health and large armor"
+
// so it can be stuffcmd-ed still
set cl_gravity 800 "but ignored anyway"
set g_jetpack 0 "Jetpack mutator"
set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had."
-set g_bastet 0 "don't try"
set _urllib_nextslot 0 "temp variable"
set cl_warpzone_usetrace 1 "do not touch"
set g_weapon_charge_colormod_green_full -0.5
set g_weapon_charge_colormod_blue_full -1
+// frozen
+set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage"
+set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling"
+set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will die instead of teleporting to spawn"
+set g_frozen_force 0.6 "How much to multiply the force on a frozen player with"
+
// player statistics server URI
set g_playerstats_uri "" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory."
exec mutators.cfg
exec notifications.cfg
exec monsters.cfg
+exec minigames.cfg
exec physics.cfg
// load console command aliases and settings
set sv_join_notices ""
set sv_join_notices_time 15
-set cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)"
-set cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged"
+seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)"
+seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged"
set sv_simple_items 1 "allow or forbid client use of simple items"
-set cl_simple_items 0 "enable simple items (if server allows)"
-set cl_simpleitems_postfix "_simple" "posfix to add fo model name when simple items are enabled"
+seta cl_simple_items 0 "enable simple items (if server allows)"
+set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled"
set cl_fullbright_items 0 "enable fullbright items (if server allows, controled by g_fullbrightitems)"
set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0"
set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0"