// note that it doesn't reset all server cvars,
// some are shared with the client and so are left in xonotic-common.cfg
-set name_maxlength 64 "max player name length (not counting color codes) allowed by the server"
+set sv_name_maxlength 64 "max player name length (not counting color codes) allowed by the server"
// taunts and voices
set sv_taunt 1 "allow taunts on the server"
set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"
set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end"
+alias sv_hook_warmupend
+
set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage"
set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)."
set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode"
set bot_prefix [BOT] "Prefix in front of the bot names"
set bot_suffix "" "Suffix behind the bot names"
+set skill 8
set skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
set g_pickup_respawntime_scaling_reciprocal 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"
set g_pickup_respawntime_scaling_offset 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"
set g_pickup_respawntime_scaling_linear 1 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"
-set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
+set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\", \"most\", \"all_available\" or \"most_available\" (available only gives the weapon if the map normally has it as a pickup item)"
set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games"
set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid"
set g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"
set g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
+set g_maplist_ignore_sizes 0 "when 1, all maps are shown in the map list regardless of player count"
+set g_maplist_sizes_count_bots 1 "include the number of bots currently in the server when counting the number of players for size restrictions"
set g_items_mindist 4000 "starting distance for the fading of items"
set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1 "default opacity of players"
set g_player_brightness 0 "set to 2 for brighter players"
+set g_player_damageforcescale 2 "push multiplier of attacks against players"
set g_balance_cloaked_alpha 0.25 "opacity of cloaked players"
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
// sv_cullentities_trace is 1, so the client doesn't have to
sv_cullentities_trace 1
+// due to a bug in the engine, the default setting of this (16) spams the network with item updates
+sv_cullentities_trace_eyejitter 0
// less "lagging" of other players, but also less PL tolerant... let's try this
sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated