// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 0
set g_projectiles_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.8
set g_projectiles_newton_style_2_maxfactor 1.5
set g_projectiles_spread_style 7
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 12.5
set g_balance_laser_primary_force 300
-set g_balance_laser_primary_radius 70
+set g_balance_laser_primary_radius 4000
set g_balance_laser_primary_speed 6000
-set g_balance_laser_primary_spread 0
+set g_balance_laser_primary_spread 0.12
set g_balance_laser_primary_refire 0.7
set g_balance_laser_primary_animtime 0.2
set g_balance_laser_primary_lifetime 5