set g_allow_oldnexbeam 0 "If enabled, clients are allowed to use old v2.3 Nexgun beam"
seta cl_particles_oldnexbeam 0 "Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam 1)"
-set sv_qcweaponanimation 0
set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting"
set g_telefrags_teamplay 1 "never telefrag team mates"
set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"
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"
+set cl_damageeffect_player 0.05 "enable weapon damage effects on players, value specifies how often to show the effect"
+set cl_damageeffect_gibs 0.125 "enable weapon damage effects on gibs, value specifies how often to show the effect"
+set cl_damageeffect_gibs_randomize 0.5 "probability for effects to show on gibs each tick, used so gibs don't generate particles at the same time and look ugly"
+set cl_damageeffect_lifetime 0.04 "how much a damage effect lasts, multiplied by damage amount"
+set cl_damageeffect_lifetime_max 5 "maximum amount of lifetime a damage effect may have at a time"
+
set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"
set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"
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"
locs_enable 0
pausable 0
-seta g_spawnshieldtime 1.000000 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
-seta 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_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_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)"
set g_antilag_nudge 0 "don't touch"
set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)"
bind y messagemode2
bind z messagemode2
bind u "+con_chat_maximize"
+bind m +hud_panel_radar_maximized
bind i +show_info
bind PAUSE pause
bind F10 quit
set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking"
set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player"
+set sv_waypointsprite_deployed_lifetime 10
+set sv_waypointsprite_deadlifetime 1
+set sv_waypointsprite_limitedrange 5120
+
seta g_waypointsprite_uppercase 1
set g_waypointsprite_normdistance 512
set g_waypointsprite_minscale 0.5
set g_waypointsprite_minalpha 0.4
set g_waypointsprite_distancealphaexponent 2
set g_waypointsprite_timealphaexponent 1
-set g_waypointsprite_deployed_lifetime 10
-set g_waypointsprite_deadlifetime 1
-set g_waypointsprite_limitedrange 5120
set g_waypointsprite_stuffbinds 0
seta g_waypointsprite_scale 1
seta g_waypointsprite_fontsize 12
alias -userbind "_userbind_call userbind${1}_release"
// we must change its default from 1.0 to 1 to be consistent with menuqc
-seta slowmo 1
+set slowmo 1
seta menu_skin "luminos"
set menu_slowmo 1
seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints"
-// user preference cvars (i.e. shouldn't be adjusted by a skin config)
+// user preference cvars (i.e. shouldn't be adjusted by a skin config)
seta hud_panel_weapons_label 1 "1 = show number of weapon, 2 = show bound key of weapon"
seta hud_panel_weapons_complainbubble_time 1 "time that a new entry stays until it fades out"
seta hud_panel_weapons_complainbubble_fadetime 0.25 "fade out time"
seta hud_panel_radar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north"
seta hud_panel_radar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out"
alias hud_panel_radar_rotate "toggle hud_panel_radar_rotation 0 1 2 3 4"
+seta hud_panel_radar_maximized_scale 8192 "distance you can see on the radar when maximized"
+seta hud_panel_radar_maximized_size "0.5 0.5" "size of the radar when maximized"
+alias +hud_panel_radar_maximized "cl_cmd hud_panel_radar_maximized 1"
+alias -hud_panel_radar_maximized "cl_cmd hud_panel_radar_maximized 0"
+alias hud_panel_radar_maximized "cl_cmd hud_panel_radar_maximized"
seta hud_panel_score_rankings 0 "show rankings: 1 always show my own score; 2 pure rankings"
// create this cvar in case the engine did not
set snd_soundradius 1200
+set snd_softclip 1
+set snd_maxchannelvolume 0
+set snd_streaming_length 2
seta menu_snd_attenuation_method 1 "Use exponential instead of linear falloff for sound attenuation"
alias snd_attenuation_method_0 "set menu_snd_attenuation_method 0; set snd_soundradius 1200; set snd_attenuation_exponent 1; set snd_attenuation_decibel 0" // Quake default
alias snd_attenuation_method_1 "set menu_snd_attenuation_method 1; set snd_soundradius 2400; set snd_attenuation_exponent 4; set snd_attenuation_decibel 0" // nice approximation for method 2