// FTE config file

bind "TAB" "+showrankings"
bind "ENTER" ""
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" ""
bind , "_kp_minus"
bind - "tracklist"
bind . "in_restart"
bind / "tracklist"
bind 0 "impulse 10"
bind 1 "_replace"
bind 2 "_safe"
bind 3 "_lost"
bind 4 "_getquad"
bind 5 "_getpent"
bind 6 "_soon"
bind 7 ""
bind 8 ""
bind 9 "impulse 9"
bind = "+alt"
bind [ "vol-"
bind \ ""
bind ] "vol+"
bind _ ""
bind ` "consoleoff"
bind a "+moveleft"
bind b "tossrune"
bind c "_waiting"
bind d "+moveright"
bind e "_timerRL"
bind f "_help"
bind g "_took"
bind h "_trick"
bind i "say |<"
bind j "_trick"
bind k ""
bind l "echo x= _slipped ; echo tab+mouse2= packs; echo f1= take my pack ; echo f4= soon"
bind m ".enemy_pos"
bind n ""
bind o "say |>"
bind p "say |p"
bind q "_sync"
bind r "_coming"
bind s "+back"
bind t "_trick"
bind u "_sync"
bind v "say_team $\$nick ‰‰ quad in 10!"
bind w "+forward"
bind x "_status"
bind y "_slipped"
bind z ".team_powerups"
bind ~ "toogleconsole"
bind BACKSPACE "switcha"
bind CAPSLOCK "_REPORT"
bind PAUSE "toggleproxymenu"
bind UPARROW "_enemy_pos3"
bind DOWNARROW "_enemy_pos2"
bind LEFTARROW "_enemy_pos4"
bind RIGHTARROW "_enemy_pos1"
bind LALT "+movedown"
bind LCTRL "_point"
bind LSHIFT "cmd shownick"
bind INS ""
bind DEL ""
bind PGDN "break"
bind PGUP "ready"
bind HOME ""
bind END ""
bind F1 "_packleft"
bind F2 "_quad_over"
bind F3 "_enemy_powerups"
bind F4 "_soon"
bind F5 "menu_servers"
bind F6 ""
bind F7 ""
bind F8 ""
bind F9 "say (( mp3 )) $mp3info"
bind F10 "quit"
bind F11 ""
bind F12 "screenshot"
bind KP_HOME "demo_slowest"
bind KP_UPARROW "demo_paused"
bind KP_PGUP "demo_fastest"
bind KP_LEFTARROW "demo_slower"
bind KP_5 "demo_normal"
bind KP_RIGHTARROW "demo_faster"
bind KP_END "demo_slowmo"
bind KP_DOWNARROW "demo_paused"
bind KP_PGDN "demo_fastfwd"
bind KP_ENTER "scores"
bind KP_INS "+p2 attack"
bind KP_SLASH "p2 impulse 12"
bind KP_MINUS "vol-"
bind KP_PLUS "vol+"
bind KP_STAR "match_save"
bind MOUSE1 "+rl"
bind MOUSE2 "+lg"
bind MOUSE3 "+sng"
bind MOUSE4 "+gl"
bind MOUSE5 "+rjump"
bind MWHEELUP "mwdw"
bind MWHEELDOWN "mwup"
bind RSHIFT "say CHUPA AI MENINO!!"

//Player 1 buttons
+mlook
-klook
-left
-right
-forward
-back
-lookup
-lookdown
-moveleft
-moveright
-strafe
-speed
-use
-jump
-attack
-rollleft
-rollright
-up
-down
-button3
-button4
-button5
-button6
-button7
-button8

//Player 1 buttons
+p1 mlook
-p1 klook
-p1 left
-p1 right
-p1 forward
-p1 back
-p1 lookup
-p1 lookdown
-p1 moveleft
-p1 moveright
-p1 strafe
-p1 speed
-p1 use
-p1 jump
-p1 attack
-p1 rollleft
-p1 rollright
-p1 up
-p1 down
-p1 button3
-p1 button4
-p1 button5
-p1 button6
-p1 button7
-p1 button8

//Player 2 buttons
+p2 mlook
-p2 klook
-p2 left
-p2 right
-p2 forward
-p2 back
-p2 lookup
-p2 lookdown
-p2 moveleft
-p2 moveright
-p2 strafe
-p2 speed
-p2 use
-p2 jump
-p2 attack
-p2 rollleft
-p2 rollright
-p2 up
-p2 down
-p2 button3
-p2 button4
-p2 button5
-p2 button6
-p2 button7
-p2 button8

//Player 3 buttons
+p3 mlook
-p3 klook
-p3 left
-p3 right
-p3 forward
-p3 back
-p3 lookup
-p3 lookdown
-p3 moveleft
-p3 moveright
-p3 strafe
-p3 speed
-p3 use
-p3 jump
-p3 attack
-p3 rollleft
-p3 rollright
-p3 up
-p3 down
-p3 button3
-p3 button4
-p3 button5
-p3 button6
-p3 button7
-p3 button8

//Player 4 buttons
+p4 mlook
-p4 klook
-p4 left
-p4 right
-p4 forward
-p4 back
-p4 lookup
-p4 lookdown
-p4 moveleft
-p4 moveright
-p4 strafe
-p4 speed
-p4 use
-p4 jump
-p4 attack
-p4 rollleft
-p4 rollright
-p4 up
-p4 down
-p4 button3
-p4 button4
-p4 button5
-p4 button6
-p4 button7
-p4 button8

setinfo * ""
setinfo rate "30000"
setinfo drate "100000"
setinfo msg "1"
setinfo b_switch "2"
setinfo w_switch "2"
setinfo spectator "0"
setinfo ti "1"
setinfo lang "pt_PT"
setinfo name "mushi"
setinfo topcolor "4"
setinfo bottomcolor "4"
setinfo emodel "6967"
setinfo pmodel "33168"
setinfo team "coop"

p2 setinfo * ""
p2 setinfo name "Wart"

p3 setinfo * ""

p4 setinfo * ""

serverinfo * ""
serverinfo map "dm6"
serverinfo mapname "dm6"
serverinfo deathmatch "0"
serverinfo hostname "Frogbot Clan Arena"
serverinfo maxspectators "8"
serverinfo maxclients "1"
serverinfo samelevel "8393473"
serverinfo skill "0"
serverinfo timelimit "10"
serverinfo fraglimit "1"
serverinfo sv_antilag_frac "1"
serverinfo sv_antilag "1"
serverinfo pm_airstep "0"
serverinfo pm_ktjump "0.5"

localinfo * ""

//////////////////
//Aliases
alias _report_noweapon "if $cells > 10 then .report_cells else .report"
alias +showrankings "con_notifylines 2;+showteamscores; bind  MWHEELUP _timerInc; bind  MWHEELDOWN _timerDec; bind 4 _timerquad; bind 5 _timerPent; bind e _cancel; bind  r _status;bind mouse2 _packleft"
alias -showrankings "con_notifylines 5;-showteamscores; bind  MWHEELUP mwdw;bind MWHEELDOWN mwup; bind 4 _getquad; bind 5 _getpent; bind e _timerRL; bind r _coming; bind mouse2 +lg"
alias .attack "say_team $\$nick2 {&cf20attack&r} {&cf20$[&r}{%d}{&cf20$]&r} %E"
alias .cancel "say_team $\$nick2 {&cf00can't&r} / ignore that / sorry"
alias .coming "say_team $\{&cf60$nick&r} {&cf60coming&r} {&cf60$[&r}{%l}{&cf60$]&r} $colored_powerups"
alias .coming2 "say_team $\{&cf60$nick coming&r}"
alias .delay "say_team $\$nick2 delay $tvs_loc $colored_powerups"
alias .diss "say_team $\$nick2 {&cff0discharge&r} $tvs_loc"
alias .enemy_pos "say_team $\{&cf00$nick enemy $tvs_enemy_pos&r}"
alias .enemy_powerups "say_team $\{&cf00$nick enemy&r} %q"
alias .enemy_quad "say_team $\{&cf00$nick enemy&r} %q"
alias .get_my_cells "say_team $\$nick2 get my cells:$cells $tvs_loc"
alias .get_my_lg "say_team $\$nick2 get my lg $tvs_loc"
alias .get_my_pack "say_team $\$nick2 get my pack $tvs_loc"
alias .get_my_rl "say_team $\$nick2 get my rl $tvs_loc"
alias .get_my_rockets "say_team $\$nick2 get my rockets:$rockets $tvs_loc"
alias .getpent "say_team $\$nick2 get $tp_name_pent"
alias .getquad "say_team $\$nick2 get $tp_name_quad"
alias .help "say_team $\{&cff0$nick help&r} {&cff0$[&r}{%l}{&cff0$] %e&r}"
alias .lost "say_team $\{&cf00$nick lost&r} {&cf00$[&r}{&cf66%d&r}{&cf00$] %E&r}"
alias .need "say_team $\$nick2 {&cff0need&r} %u @ $tvs_loc"
alias .open "say_team $\$nick2 open $tvs_loc"
alias .packleft "say_team $\{&cf0f$nick pack left at&r} {&cf0f$[&r}{%d}{&cf0f$] %E&r}"
alias .packleft_lg "say_team $\{&cf0f$nick $tvs_pack_lg left at&r} {&cf0f$[&r}{%d}{&cf0f$] %E&r}"
alias .packleft_rl "say_team $\{&cf0f$nick $tvs_pack_rl left at&r} {&cf0f$[&r}{%d}{&cf0f$] %E&r}"
alias .point "say_team $\{&c77f$nick&r} %x {&c77fat $[&r}{%y}{&c77f$]&r}"
alias .quad_jump "say_team $\$nick2 quad-jump"
alias .quad_over "say_team $\$nick2 $tp_name_quad over"
alias .replace "say_team $\{&c5f0$nick&r} {&c5f0replace&r} {&c5f0$[&r}{%l}{&c5f0$]&r} $colored_powerups"
alias .report "say_team $\$nick2 $tvs_armor_low/$tvs_health $bestweapon $tvs_loc $colored_powerups"
alias .report_armor "say_team $\$nick2 $colored_armor/$tvs_health $bestweapon $tvs_loc $colored_powerups"
alias .report_armor_cells "say_team $\$nick2 $colored_armor/$tvs_health $bestweapon $tvs_loc {&c399cells&r}:$cells $colored_powerups"
alias .report_cells "say_team $\$nick2 $tvs_armor_low/$tvs_health $bestweapon $tvs_loc {&c399cells&r}:$cells $colored_powerups"
alias .report_lg_h0_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_lg:{&cf66$cells&r} $tvs_loc $colored_powerups"
alias .report_lg_h0_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_lg_h0_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_lg:{&cf66$cells&r} $tvs_loc $colored_powerups"
alias .report_lg_h0_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_lg_h1_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_lg:{&cf66$cells&r} $tvs_loc $colored_powerups"
alias .report_lg_h1_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_lg_h1_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_lg:{&cf66$cells&r} $tvs_loc $colored_powerups"
alias .report_lg_h1_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rl_h0_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_rl:{&cf66$rockets&r} $tvs_loc $colored_powerups"
alias .report_rl_h0_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_rl:$rockets $tvs_loc $colored_powerups"
alias .report_rl_h0_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_rl:{&cf66$rockets&r} $tvs_loc $colored_powerups"
alias .report_rl_h0_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_rl:$rockets $tvs_loc $colored_powerups"
alias .report_rl_h1_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_rl:{&cf66$rockets&r} $tvs_loc $colored_powerups"
alias .report_rl_h1_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_rl:$rockets $tvs_loc $colored_powerups"
alias .report_rl_h1_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_rl:{&cf66$rockets&r} $tvs_loc $colored_powerups"
alias .report_rl_h1_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_rl:$rockets $tvs_loc $colored_powerups"
alias .report_rlg_h0_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_rl:{&cf66$rockets&r} $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h0_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health_low $tvs_rl:$rockets $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h0_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_rl:{&cf66$rockets&r} $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h0_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health_low $tvs_rl:$rockets $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h1_a0_am0 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_rl:{&cf66$rockets&r} $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h1_a0_am1 "say_team $\$nick2 $tvs_armor_low/$tvs_health $tvs_rl:$rockets $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h1_a1_am0 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_rl:{&cf66$rockets&r} $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .report_rlg_h1_a1_am1 "say_team $\$nick2 $colored_armor/$tvs_health $tvs_rl:$rockets $tvs_lg:$cells $tvs_loc $colored_powerups"
alias .rl_dead "say_team $\$nick2 rl dead $tvs_loc"
alias .rl_enemy "say_team $\{&cf00$nick enemy rl at&r} {&cf00$[&r}{$pointloc}{&cf00$]&r}"
alias .safe "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} $colored_powerups"
alias .safe_lg "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0lg:$cells&r} $colored_powerups"
alias .safe_lg_am0 "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0lg:&r}{&caf9$cells&r} $colored_powerups"
alias .safe_rl "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0rl:$rockets&r} $colored_powerups"
alias .safe_rl_am0 "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0rl:&r}{&caf9$rockets&r} $colored_powerups"
alias .safe_rlg "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0rl:$rockets&r} {&c0f0lg:$cells&r} $colored_powerups"
alias .safe_rlg_am0 "say_team $\{&c0f0$nick&r} {&c0f0safe&r} {&c0f0$[&r}{&caf9%l&r}{&c0f0$]&r} {&c0f0rl:&r}{&caf9$rockets&r} {&c0f0lg:&r}{&caf9$cells&r} $colored_powerups"
alias .slipped "say_team $\$nick2 $tp_name_enemy slipped $[{%l}$]"
alias .slipped_dm2_mega "say_team $\$nick2 $tp_name_enemy slipped $[{ra-mega}-$c{big}$]"
alias .slipped_dm2_tele "say_team $\$nick2 $tp_name_enemy slipped $[{tele}$]"
alias .slipped_dm3_sng "say_team $\$nick2 $tp_name_enemy slipped $[{sng}-$c{ring}$]"
alias .slipped_dm3_ya "say_team $\$nick2 $tp_name_enemy slipped $[{ya}-$c{window}$]"
alias .slipped_e1m2_ya "say_team $\$nick2 $tp_name_enemy slipped $[{ya}-$c{ga}$]"
alias .status "say_team $\$nick2 status? $colored_powerups"
alias .sync "say_team $\$nick2 sync $tvs_loc %b $colored_powerups"
alias .take1 "say_team $\$nick2 u take $tvs_loc"
alias .take2 "say_team $\$nick2 %x take $tvs_loc"
alias .team_pent "if $need != $tp_name_nothing then .team_pent3 else .team_pent2"
alias .team_pent2 "say_team $\$nick2 {&cf00team&r} %p"
alias .team_pent3 "say_team $\$nick2 {&cf00team&r} %p {&cff0need&r} $need"
alias .team_powerups "if ($health > 0 and '$tp_name_ring' isin '$powerups') then .team_ring else if ($health > 0 and '$tp_name_pent' isin '$powerups') then .team_pent else if ($health > 0 and '$tp_name_quad' isin '$powerups') then .team_quad else _need"
alias .team_quad "if $need != $tp_name_nothing then .team_quad3 else .team_quad2"
alias .team_quad2 "say_team $\$nick2 {&c05fteam&r} %p"
alias .team_quad3 "say_team $\$nick2 {&c05fteam&r} %p {&cff0need&r} $need"
alias .team_ring "if $need != $tp_name_nothing then .team_ring3 else .team_ring2"
alias .team_ring2 "say_team $\$nick2 {&cff0team&r} %p"
alias .team_ring3 "say_team $\$nick2 {&cff0team&r} %p {&cff0need&r} $need"
alias .took "say_team $\$nick2 took $took $[{%Y}$]"
alias .understood "say_team $\$nick2 {&c0f0yes&r} / understood / {&c0f0gogogo&r}"
alias .waiting "say_team $\$nick2 waiting at $tvs_loc $colored_powerups"
alias _attack ".attack"
alias _cancel ".cancel"
alias _coming "if $health > 0 then .coming else .coming2"
alias _enemy_high "if $mapname = dm3 then set tvs_enemy_pos lift		else if $mapname = dm2 then set tvs_enemy_pos high	else if $mapname = e1m2 then set tvs_enemy_pos ya; .enemy_pos"
alias _enemy_low "if $mapname = dm3 then set tvs_enemy_pos ra-tunnel	else if $mapname = dm2 then set tvs_enemy_pos ra/mh	else if $mapname = e1m2 then set tvs_enemy_pos rl; .enemy_pos"
alias _enemy_pos1 "if $mapname = dm3 then set tvs_enemy_pos ra		else if $mapname = dm2 then set tvs_enemy_pos tele	else if $mapname = e1m2 then set tvs_enemy_pos ya	else if $mapname = cmt3 then set tvs_enemy_pos ra else if $mapname = cmt4 then set tvs_enemy_pos ya; .enemy_pos"
alias _enemy_pos2 "if $mapname = dm3 then set tvs_enemy_pos sng		else if $mapname = dm2 then set tvs_enemy_pos secret	else if $mapname = e1m2 then set tvs_enemy_pos gl	else if $mapname = cmt3 then set tvs_enemy_pos ya else if $mapname = cmt4 then set tvs_enemy_pos ra; .enemy_pos"
alias _enemy_pos3 "if $mapname = dm3 then set tvs_enemy_pos ra-tunnel	else if $mapname = dm2 then set tvs_enemy_pos low	else if $mapname = e1m2 then set tvs_enemy_pos mega	else if $mapname = cmt3 then set tvs_enemy_pos rl else if $mapname = cmt4 then set tvs_enemy_pos lg; .enemy_pos"
alias _enemy_pos4 "if $mapname = dm3 then set tvs_enemy_pos ya		else if $mapname = dm2 then set tvs_enemy_pos big	else if $mapname = e1m2 then set tvs_enemy_pos rl	else if $mapname = cmt3 then set tvs_enemy_pos lg else if $mapname = cmt4 then set tvs_enemy_pos pent; .enemy_pos"
alias _enemy_powerups ".enemy_powerups"
alias _get_my_stuff "_get_my_stuff_sw; if $health < 1 then _lost else if ('rl' isin '$weapons') then .get_my_rl else if ('lg' isin '$weapons') then .get_my_lg else if ($cells > 0) then .get_my_cells else if (('$mapname' = 'e1m2' or '$mapname' = 'dm2') and $rockets > 0) then .get_my_rockets"
alias _get_my_stuff_sw "impulse 7 8 6 5 3 2"
alias _getpent "if $tp_name_pent isin $powerups then .team_powerups else .getpent"
alias _getquad "if ($health > 0 and '$tp_name_quad' isin '$powerups') then .team_powerups else .getquad"
alias _help ".help"
alias _kp_minus "if $connectiontype == spectator then mp3_prev else _enemy_high"
alias _kp_plus "if $connectiontype == spectator then mp3_next else _enemy_low"
alias _lost "if $matchtype = $qt4on4$qt then _lost00 else .lost"
alias _lost00 "if $qt$weapon$qt = $qt$tp_name_rl$qt then .packleft_rl else if $qt$weapon$qt = $qt$tp_name_lg$qt then .packleft_lg else .lost"
alias _need "if ($health > 0 and '$need' != '$tp_name_nothing') then .need else _status"
alias _packleft ".packleft"
alias _point "shownick; if $health < 1 then _point4 else _point2"
alias _point2 "if $qt$point$qt != $qt$tp_name_nothing$qt then _point3"
alias _point3 "if $ledpoint != $G then .point"
alias _point4 "if $ledpoint = $R then .point else _point5"
alias _point5 "if $ledpoint = $Y then .point"
alias _quad_over "if ($health > 0 and '$tp_name_quad' isin '$powerups') then .team_powerups else .quad_over"
alias _replace ".replace"
alias _report "if $health < 1 then _lost else _report2"
alias _report2 "if rl isin $bestweapon then _report_rl else if lg isin $bestweapon then _report_lg else _report3"
alias _report3 "if $armor > 0 then _report_armor else _report_noweapon"
alias _report_armor "if $cells > 10 then .report_armor_cells else .report_armor"
alias _report_lg "if ('health' isin '$need' and 'armor' isin '$need' and $cells < 10) then .report_lg_h0_a0_am0 else if ('health' isin '$need' and 'armor' isin '$need') then .report_lg_h0_a0_am1 else if ('health' isin '$need' and $cells < 10) then .report_lg_h0_a1_am0 else if ('armor' isin '$need' and $cells < 10) then .report_lg_h1_a0_am0 else if ('health' isin '$need') then .report_lg_h0_a1_am1 else if ('armor' isin '$need') then .report_lg_h1_a0_am1 else if ($cells < 10) then .report_lg_h1_a1_am0 else .report_lg_h1_a1_am1"
alias _report_noimpulse "if $cells > 10 then .report_cells else .report"
alias _report_rl "if lg isin $weapons then _report_rlg else _report_rl_2"
alias _report_rl_2 "if ('health' isin '$need' and 'armor' isin '$need' and 'rockets' isin '$need') then .report_rl_h0_a0_am0 else if ('health' isin '$need' and 'armor' isin '$need') then .report_rl_h0_a0_am1 else if ('health' isin '$need' and 'rockets' isin '$need') then .report_rl_h0_a1_am0 else if ('armor' isin '$need' and 'rockets' isin '$need') then .report_rl_h1_a0_am0 else if ('health' isin '$need') then .report_rl_h0_a1_am1 else if ('armor' isin '$need') then .report_rl_h1_a0_am1 else if ('rockets' isin '$need') then .report_rl_h1_a1_am0 else .report_rl_h1_a1_am1"
alias _report_rlg "if ('health' isin '$need' and 'armor' isin '$need' and 'rockets' isin '$need') then .report_rlg_h0_a0_am0 else if ('health' isin '$need' and 'armor' isin '$need') then .report_rlg_h0_a0_am1 else if ('health' isin '$need' and 'rockets' isin '$need') then .report_rlg_h0_a1_am0 else if ('armor' isin '$need' and 'rockets' isin '$need') then .report_rlg_h1_a0_am0 else if ('health' isin '$need') then .report_rlg_h0_a1_am1 else if ('armor' isin '$need') then .report_rlg_h1_a0_am1 else if ('rockets' isin '$need') then .report_rlg_h1_a1_am0 else .report_rlg_h1_a1_am1"
alias _rl_dead ".rl_dead"
alias _rl_enemy ".rl_enemy"
alias _safe "if ($health < 1) then .lost else if ('rl' isin '$weapons' and 'lg' isin '$weapons' and 'rockets' isin '$need') then .safe_rlg_am0 else if ('rl' isin '$weapons' and 'lg' isin '$weapons') then .safe_rlg else if ('rl' isin '$weapons' and 'rockets' isin '$need') then .safe_rl_am0 else if ('lg' isin '$weapons' and $cells < 10) then .safe_lg_am0 else if ('rl' isin '$weapons') then .safe_rl else if ('lg' isin '$weapons') then .safe_lg else .safe"
alias _sayItemSoon "say_team $\$nick $_soonBubble {$_item} soon"
alias _sayItemUnknown "say_team $\$nick $_soonBubble {$_item} time?"
alias _sayTimeP "say_team $\$nick $_timeBubble $tp_name_pent at $[$_time$]"
alias _sayTimeQ "say_team $\$nick $_timeBubble $tp_name_quad at $[$_time$]"
alias _sayTimeRL1 "say_team $\$nick $_timeBubble $tp_name_rl at $[$_time/$_displayTime$]"
alias _sayTimeRL2 "say_team $\$nick $_timeBubble $tp_name_rl at $[$_displayTime/$_time$]"
alias _sayUnknownP "say_team $\$nick $_timeBubble $tp_name_pent time?"
alias _sayUnknownQ "say_team $\$nick $_timeBubble $tp_name_quad time?"
alias _slipped "if $mapname = dm2 then _slipped_dm2 else if $mapname = dm3 then _slipped_dm3 else if $mapname = e1m2 then _slipped_e1m2 else .slipped"
alias _slipped_dm2 "if water isin $location then .slipped_dm2_tele else if tele isin $location then .slipped_dm2_tele else if path isin $location then .slipped_dm2_tele else if mega isin $location then .slipped_dm2_mega else if lower isin $location then .slipped_dm2_mega else .slipped"
alias _slipped_dm3 "if sng isin $location then .slipped_dm3_sng else if spawn isin $location then .slipped_dm3_sng else if ya isin $location then .slipped_dm3_ya else if bridge isin $location then .slipped_dm3_ya else .slipped"
alias _slipped_e1m2 "if ya isin $location then .slipped_e1m2_ya else .slipped"
alias _status ".status"
alias _sync "if $bestweapon isin $tp_name_sg then .attack else if $health < 1 then .attack else .sync"
alias _take "if $ledpoint = $G then .take2 else .take1"
alias _timerChooseRL "if $_displayTime > $_time then _sayTimeRL1 else _sayTimeRL2"
alias _timerDec "if $_multipleTimers == 0 then _timerDecMultiple else _timerDecMultiple"
alias _timerDecMultiple "inc _time -1; if $_time <= 0 then set _time 0; _timerSetEcho; _timerEchoTime; _timeSet; _timerPad"
alias _timerDecSingle "inc _time -1; if $_time <= 0 then set  _time 0; _timerSetEcho; _timerEchoTime; _timerPad"
alias _timerDisplay "if $_time == 60 then _timerUnknown else if $_time == 61 then _timerSoon else _timerItemTime"
alias _timerEchoTime "if $_multipleTimers == 0 then echo time -> $_displayTime else echo $_item time -> $_displayTime"
alias _timerInc "if $_multipleTimers == 0 then _timerIncSingle else _timerIncMultiple"
alias _timerIncMultiple "inc _time; if $_time > 61 then inc _time -62; _timerSetEcho; _timerEchoTime; _timeSet; _timerPad"
alias _timerIncSingle "inc _time; if $_time > 61 then set  _time 0; _timerSetEcho; _timerEchoTime; _timerPad"
alias _timerItemCheck "if $_item == $_rl then _timerSetupRLTime"
alias _timerItemTime "if $_item == $_quad then _sayTimeQ else if $_item == $_pent then _sayTimeP else _timerItemCheck"
alias _timerOtherRLTime "if $_time > 29 then inc _displayTime -30 else inc _displayTime 30"
alias _timerPad "if $_time < 10 then set _time $_zero$_time"
alias _timerPadD "if $_displayTime < 10 then set _displayTime $_zero$_displayTime"
alias _timerPent "set _item $_pent; if $_multipleTimers == 0 then _timerDisplay else _timerSelected"
alias _timerQuad "set _item $_quad; if $_multipleTimers == 0 then _timerDisplay else _timerSelected"
alias _timerRL "set _item $_rl; if $_multipleTimers == 0 then _timerDisplay else _timerSelected"
alias _timerSelected "_timerSet; _timerSetEcho; _timerEchoTime"
alias _timerSet "if $_item == $_quad then set _time $_quadTime else if $_item == $_pent then set _time $_pentTime else set _time $_rlTime"
alias _timerSetEcho "set _displayTime $_time; if $_time == 60 then set _displayTime ?? else if $_time == 61 then set _displayTime soon"
alias _timerSetupRLTime "set _displayTime $_time; _timerOtherRLTime; _timerPadD; _timerChooseRL"
alias _timerSoon "if $_item == $_quad then _saySoonQ else if $_item == $_pent then _saySoonP else _sayItemSoon"
alias _timerUnknown "if $_item == $_quad then _sayUnknownQ else if $_item == $_pent then _sayUnknownP else _sayItemUnknown"
alias _timeSet "if $_item == $_quad then set _quadTime $_time else if $_item == $_pent then set _pentTime $_time else set _rlTime $_time"
alias _took "if $took = $tp_name_nothing then _nothing else if $took isin $tp_name_quad then .team_powerups else if $took isin $tp_name_pent then .team_powerups else if $took isin $tp_name_ring then .team_powerups else .took"
alias _trick "if $health < 1 then _sync else _trick2"
alias _trick2 "if rl isin $weapons then _trick_rl else _trick_maps"
alias _trick_dm2 "if big   isin $location then .quad_jump	else if quad isin $location then .quad_jump	else if high isin $location then .quad_jump	else if water isin $location then .quad_jump e	lse if ng isin $location then .quad_jump	else if secret isin $location then .quad_jump else if tele isin $location then .slipped		else if button isin $location then .open else .sync 	else if mega isin $location then .slipped_mega"
alias _trick_dm3 "if water isin $location then .diss		else if quad isin $location then .delay		else if pent isin $location then .delay		else if lift isin $location then .delay		else .sync"
alias _trick_maps "if $mapname = dm2 then _trick_dm2 else if $mapname = dm3 then _trick_dm3 else .sync"
alias _trick_rl "if $armor > 40 then _trick_maps else if $health > 50 then _trick_maps else .get_my_pack"
alias _tvs_version "say_team {tp cfg $tvs_tp_version}"
alias _waiting ".waiting"
alias feijoada "connect feijoada.no-ip.org:27501"
alias mwdw "impulse 3 2; +attack; wait; -attack; fire_sg;wait"
alias mwup "impulse 2; +attack; wait; -attack;fire_sg;wait"
alias switch "echo SWITCHED ARROWKEYS TO TEAMPLAY;bind UPARROW _enemy_pos3; bind DOWNARROW _enemy_pos2; bind LEFTARROW _enemy_pos4; bind RIGHTARROW _enemy_pos1; bind BACKSPACE switcha"
alias switcha "echo SWITCHED ARROWKEYS TO PROXY;bind  UPARROW       say proxy:menu up ;bind  DOWNARROW     say proxy:menu down ;bind  LEFTARROW     say proxy:menu left ;bind  RIGHTARROW    say proxy:menu right; bind BACKSPACE switch"
alias simpletextures "gl_anisotropy 1;gl_texturemode gl_linear_mipmap_nearest;gl_miptexlevel 0;gl_loadlitfiles 0;r_drawflat 1;r_fastturb 1;r_fastsky 1;r_skyname $qt$qt;gl_turbfog 0;gl_caustics 0;gl_powerupshells 1;cl_novweps 0;r_bloom 0;gl_turb_trails 0;gl_detail 0;r_dynamic 0;gl_rl_globe 0;gl_coronas 0;gl_surface_lava 0;gl_surface_slime 0;gl_lightning 0;gl_flashblend 0;gl_simpleitems 1;noparticles;fpsparticles;_gfx_simpletex_echo"
alias originalquake "gl_anisotropy 1;gl_externalTextures_bmodels 0;gl_externalTextures_world 0;gl_texturemode gl_linear_mipmap_nearest;gl_loadlitfiles 0;gl_miptexlevel 0;r_drawflat 0;r_fastturb 0;r_fastsky 0;r_skyname $qt$qt;gl_turbfog 0;gl_caustics 0;gl_powerupshells 0;cl_novweps 1;r_bloom 0;gl_turb_trails 0;gl_detail 0;r_dynamic 0;gl_rl_globe 0;gl_coronas 0;gl_surface_lava 0;gl_surface_slime 0;gl_lightning 0;gl_flashblend 0;gl_simpleitems 0;noparticles;nofpsparticles;_gfx_origquake_echo"
alias legoquake "gl_anisotropy 1;gl_externalTextures_bmodels 0;gl_externalTextures_world 0;gl_texturemode gl_nearest;gl_loadlitfiles 0;gl_miptexlevel 3;r_drawflat 0;r_fastsky 1;r_fastturb 0;r_skyname $qt$qt;gl_turbfog 0;gl_caustics 0;gl_powerupshells 1;cl_novweps 0;r_bloom 0;gl_turb_trails 0;gl_detail 0;r_dynamic 0;gl_rl_globe 0;gl_coronas 0;gl_surface_lava 0;gl_surface_slime 0;gl_lightning 0;gl_flashblend 0;gl_simpleitems 1;noparticles;fpsparticles;_gfx_legoquake_echo"
alias eyecandy "gl_anisotropy 16;gl_externalTextures_bmodels 1;gl_externalTextures_world 1;gl_texturemode gl_linear_mipmap_nearest;gl_loadlitfiles 1;gl_miptexlevel 0;r_drawflat 0;r_fastsky 0;r_fastturb 0;r_skyname space;gl_turbfog 1;gl_caustics 1;gl_powerupshells 1;cl_novweps 0;r_bloom 1;gl_turb_trails 1;gl_detail 1;r_dynamic 1;gl_rl_globe 2;gl_coronas 1;gl_surface_lava 1;gl_surface_slime 1;gl_lightning 1;gl_flashblend 0;gl_simpleitems 0;gl_part_blood 1;particles;nofpsparticles;_gfx_eyecandy_echo"
alias default "gl_anisotropy 16;gl_externalTextures_bmodels 1;gl_externalTextures_world 1;gl_texturemode gl_linear_mipmap_nearest;gl_loadlitfiles 1;gl_miptexlevel 0;r_drawflat 0;r_fastsky 0;r_fastturb 0;r_skyname $qt$qt;gl_turbfog 1;gl_caustics 1;gl_powerupshells 1;cl_novweps 0;r_bloom 0;gl_turb_trails 0;gl_detail 0;r_dynamic 0;gl_rl_globe 0;gl_coronas 0;gl_surface_lava 0;gl_surface_slime 0;gl_lightning 0;gl_flashblend 0;gl_simpleitems 0;particles;nofpsparticles;_gfx_default_echo"
alias particles "gl_particle_fire 1;gl_part_explosions 1;gl_part_trails 1;gl_nailtrail 1;gl_part_spikes 1;gl_part_gunshots 1;gl_part_telesplash 1;gl_part_blobs 1;gl_part_lavasplash 1;gl_part_inferno 1;gl_part_blood 1;nofpsparticles"
alias noparticles "gl_particle_fire 0;gl_part_explosions 0;gl_part_trails 0;gl_nailtrail 0;gl_part_spikes 0;gl_part_gunshots 0;gl_part_blood 0;gl_part_telesplash 0;gl_part_blobs 0;gl_part_lavasplash 0;gl_part_inferno 0;gl_part_blood 0"
alias nofpsparticles "cl_r2g 0;r_rockettrail 3;r_telesplash 1;r_explosiontype 1"
alias fpsparticles "cl_r2g 1;r_rockettrail 2;r_telesplash 0;r_explosiontype 3;noparticles"
alias bot_ffa "exec configs/fb_ffa.cfg"
alias bot_carena "exec configs/fb_ca.cfg"
alias bot_arena "exec configs/fb_arena.cfg"
alias bot_4on4 "exec configs/fb_4on4.cfg;team blue;color 13"
alias bot_2on2 "exec configs/fb_2on2.cfg;team blue;color 13"
alias bot_1on1 "exec configs/fb_1on1.cfg"
alias on_enter "vid_vsync 0.0"
alias f_begin "0"
alias +h_quick ""
alias -h_quick ""
alias h_weapon1 "impulse 1 2 3 5 8 4"
alias h_weapon2 "impulse 2 3 8 1"
alias h_weapon3 "impulse 3 2 8 1"
alias h_weapon4 "impulse 4 5 8 3 2 1"
alias h_weapon5 "impulse 5 3 8 4 2 1"
alias h_weapon6 "impulse 6 8 5 3 4 2 1"
alias h_weapon7 "impulse 7 2 1"
alias h_weapon8 "impulse 8 2 5 4 1"
alias entities_editor "set ca_show 1; set ca_editormode 6"
alias r_part_editor "set ca_show 1; set ca_editormode 5"
alias terrain_editor "set ca_show 1; set ca_editormode 3"
alias camquake_editor "set ca_show 1; set ca_editormode 2"
alias rtlight_editor "set ca_show 1; set ca_editormode 1"
alias m_preset "menu_cmd m_preset $*"
alias m_reset "menu_cmd m_reset $*"
alias m_configs "menu_cmd m_configs $*"
alias m_servers "menu_cmd m_servers $*"
alias m_newgame "menu_cmd m_newgame $*"
alias m_quit "menu_cmd m_quit $*"
alias m_save "menu_cmd m_save $*"
alias m_load "menu_cmd m_load $*"
alias m_audio "menu_cmd m_audio $*"
alias m_effects "menu_cmd m_effects $*"
alias m_video "menu_cmd m_video $*"
alias m_basicopts "menu_cmd m_basicopts $*"
alias m_keys "menu_cmd m_keys $*"
alias m_options "menu_cmd m_options $*"
alias m_pop "menu_cmd m_pop $*"
alias m_main "menu_cmd m_main $*"
alias config_backup "cfg_save config_$name_backup.cfg"
alias consoleoff "cl_gameclock 4;toggleconsole;bind ` consoleon"
alias consoleon "cl_gameclock 0;toggleconsole;bind ` consoleoff"
alias f_weaponchange "if $qt_$weapon$qt = $qt_$tp_name_lg$qt then fire_lg else if $qt_$weapon$qt = $qt_$tp_name_sng$qtthen fire_ng else if $qt_$weapon$qt = $qt_$tp_name_ng$qt then fire_ng else if $qt_$weapon$qt = $qt_$tp_name_sg$qt then fire_sg else if $qt_$weapon$qt = $qt_$tp_name_sg$qt then fire_sg else if $qt_$weapon$qt = $qt_$tp_name_ssg$qt then fire_sg else if $qt_$weapon$qt = $qt_$tp_name_rl$qt then fire_rl else if $qt_$weapon$qt = $qt_$tp_name_gl$qt then fire_rl else fire_sg"
alias fire_lg "cl_rollangle 3"
alias fire_ng "cl_rollangle 0"
alias fire_rl "cl_rollangle 0"
alias fire_sg "cl_rollangle 0"
alias weapon "impulse"
alias specbinds "bind KP_ENTER scores;bind KP_HOME $qttrack #7$qt;bind KP_UPARROW $qttrack #8$qt;bind KP_MINUS stats;bind KP_LEFTARROW $qttrack #4$qt;bind KP_5 $qttrack #5$qt;bind KP_RIGHTARROW $qttrack #6$qt;bind KP_PLUS effi;bind KP_END $qttrack #1$qt;bind KP_DOWNARROW $qttrack #2$qt;bind KP_PGDN $qttrack #3$qt;bind / tracklist"
alias demo_slowmo "demo_setspeed 60;echo Demo: Slow motion"
alias demo_slowest "demo_setspeed 15;echo Demo: Slow motion (slowest)"
alias demo_slower "demo_setspeed 30;echo Demo: Slow motion (slower)"
alias demo_paused "demo_setspeed 0;echo Demo: Paused"
alias demo_normal "demo_setspeed 100;echo Demo: Normal speed"
alias demo_fastfwd "demo_setspeed 200;echo Demo: Fast forward"
alias demo_fastest "demo_setspeed 800;echo Demo: Fast forward (fastest)"
alias demo_faster "demo_setspeed 400;echo Demo: Fast forward (faster)"
alias demobinds "bind KP_ENTER scores;bind KP_HOME demo_slowest;bind KP_UPARROW demo_paused;bind KP_PGUP demo_fastest;bind KP_MINUS vol-;bind KP_LEFTARROW demo_slower;bind KP_5 demo_normal;bind KP_RIGHTARROW demo_faster;bind KP_PLUS vol+;bind KP_END demo_slowmo;bind KP_DOWNARROW demo_paused;bind KP_PGDN demo_fastfwd"
alias vol- "inc volume -0.1;echo Volume: $volume"
alias vol+ "inc volume +0.1;echo Volume: $volume"
alias date "echo $date $time"
alias -zoom "sensitivity $oldsens;fov 56;wait;fov 80;wait;fov $oldfov"
alias +zoom "set oldsens $sensitivity;set oldfov $fov;sensitivity 2;fov 80;wait;fov 50"
alias normalsenscalc "set_calc sensitivity $sensitivity * $sensfactor"
alias lowsenscalc "set_calc sensitivity $sensitivity / $sensfactor"
alias -ssg "-attack"
alias +ssg "impulse 3 2 5 4 1;+attack"
alias -sng "-attack"
alias +sng "impulse 5 3 2 4 1;+attack"
alias -sg "-attack"
alias +sg "impulse 2 3 5 4 1;+attack"
alias -rl "-attack"
alias +rl "impulse 7 6 5 3 2 4 1;+attack"
alias -rjump "-attack;-jump"
alias +rjump "impulse 7;+attack;+jump"
alias -ng "-attack"
alias +ng "impulse 4 5 3 2 1;+attack"
alias -lg "-attack; normalsenscalc;"
alias +lg "impulse 8 5 3 2 4 1;+attack; lowsenscalc"
alias -gl "-attack"
alias +gl "impulse 6 5 3 2 4 1;+attack"
alias -axe "-attack"
alias +axe "impulse 1;+attack"
alias f_demostart "exec configs/demo.cfg"
alias m_particles "menu_cmd m_particles $*"
alias m_hud "menu_cmd m_hud $*"
alias startmap_sp "map start"
alias restart "changelevel ."
alias restart_ents "changelevel . ."
alias -crouch "impulse 22"
alias +crouch "impulse 22"
alias sky "r_skybox"

// Custom variables
set oldfov "115"
set tvs_tp_version "1.79"
set tvs_s3 "$x20$x20$x20"
set tvs_s2 "$x20$x20"
set tvs_s "$x20"
set tvs_rl "{&cf60rl&r}"
set tvs_pack_rl "rl-pack"
set tvs_pack_lg "lg-pack"
set tvs_loc "$[{%l}$]"
set tvs_lg "{&c399lg&r}"
set tvs_health_low "{&cf66%h&r}"
set tvs_health "{%h}"
set tvs_enemy_pos "ra-tunnel	"
set tvs_armor_low "%A{&cf66%a&r}"
set tvs_armor "%A{%a}"
set oldsens "4"
set normalsens "4"
set mofo_rl_time2 "30"
set mofo_rl_time1 "0"
set lowsens "2.8"
set h_debug "0"
set _tookBubble "$B$B"
set _timeBubble "$x04$x04"
set _takePackBubble "  "
set _takeBubble "  "
set _soonBubble "  "
set _rl "rl"
set _quadTime "41"
set _quad "quad"
set _pentTime "5"
set _pent "pent"
set _multipleTimers "0"
set _enemyLocationBubble "  "
set _droppedPackBubble "$R$R"
set ca_particleset ""
set nick "mush"
set nick2 "{&c037mush:&r}"
set _displayTime "11"
set _rlTime "40"
set _time "41"
set _item "rl"
set cl_cursorbias "4"
set cl_cursorsize "32"
set cl_cdkey ""
set hud_fps_decimals "0"
set gl_ext_WGL_ARB_create_context_robustness "1"
set gl_ext_WGL_ARB_create_context_profile "1"
set gl_ext_GL_EXT_packed_depth_stencil "1"
set gl_ext_GL_EXT_texture_filter_anisotropic "1"
set gl_ext_GL_ARB_texture_non_power_of_two "1"
set gl_ext_GL_ARB_multitexture "1"
set gl_ext_GL_EXT_stencil_wrap "1"
set gl_ext_GL_EXT_stencil_two_side "1"
set gl_ext_GL_ARB_depth_clamp "1"
set gl_ext_GL_ARB_texture_compression "1"
set gl_ext_GL_ATI_pn_triangles "1"
set gl_ext_GL_EXT_texture_object "1"
set gl_ext_GL_EXT_compiled_vertex_array "1"
set gl_ext_GL_EXT_texture_env_combine "1"
set gl_ext_GL_EXT_texture_env_add "1"
set gl_ext_GL_NV_texture_env_combine4 "1"
set gl_ext_GL_ARB_texture_env_combine "1"
set gl_ext_GL_ARB_texture_env_dot3 "1"
set gl_ext_GL_ARB_texture_cube_map "1"
set gl_ext_GL_ARB_robustness "1"
set gl_ext_GL_ARB_depth_texture "1"
set gl_ext_GL_ARB_shadow "1"
set gl_ext_GL_ARB_seamless_cube_map "1"
set gl_ext_GL_EXT_texture_compression_s3tc "1"
set gl_ext_GL_EXT_bgra "1"
set gl_blacklist_debug_glsl "0"
set r_menutint_inverse "0"
set menu_font "cour"
set dp_workarounds_allow "1"
set dp_workarounds_force "0"
set cg_editor_lightmodel "progs/s_light.spr"
set ca_newbrushtexture "metal4_2"
set ca_newbrushheight "64"
set ca_brushdisplacement "16"
set ca_brushrotation "22.5"
set ca_grid "16"
set ca_editormode "5"
set ca_colourtint ""
set g_gametype ""
set sv_readonlyworld "1"
set nextserver ""
set r_glsl_pcf "0"
set sensfactor "1.4"
set loc_name_mh "mega"
set ti "1"
set r_part_classic_square "0"
set sb_showname "1"
set sb_showmaxplayers "0"
set sb_shownumplayers "1"

// Text editor
pr_debugger "0"         //When enabled, QC errors and debug events will enable step-by-step tracing.
edit_tabsize "4"        //How wide tab alignment is
edit_addcr "1"          //make sure that each line ends with a \r (on save)
edit_stripcr "1"        //remove \r from eols (on load)

// server rankings
rank_parms_last "31"    //Mod setting: the index of the last parm to be saved. Clamped to 32.
rank_parms_first "0"    //Mod setting: first parm saved
rank_filename ""        //Specifies which file to use as a rankings database. Enables the ranking system if set.
rank_needlogin "0"      //If set to 1, prohibits players from joining if they're not already registered.
rank_autoadd "1"        //Automatically register players into the ranking system

// Internet Server Access
sv_http_port "80"
sv_http "0"
sv_ftp_port "21"
sv_ftp "0"
sv_readlevel "0"
sv_writelevel "35"
sv_fulllevel "51"

// MVD Streaming
qtv_password ""
qtv_maxstreams "1"
qtv_streamport "0"

// Server MVD cvars
sv_demoExtensions "0"   //Enables protocol extensions within MVDs. This will cause older/non-fte clients to error upon playback
sv_demoExtraNames ""
sv_demotxt "1"
sv_demoSuffix ""
sv_demoPrefix ""
sv_demoDir "demos"
sv_demoMaxDirSize "102400"
sv_demoMaxSize ""       //Demos will be truncated to be no larger than this size.
sv_demoCacheSize "0x80000"
sv_demoUseCache "0"     //If set, demo data will be flushed only periodically
sv_demoPings "10"       //Interval between ping updates in mvds
sv_demofps "30"

// serverinfo variables
sv_motd4 ""
sv_motd3 ""
sv_motd2 ""
sv_motd1 ""
sv_pupglow ""           //Instructs clients to enable hexen2-style powerup pulsing.
fbskins ""
allow_splitscreen ""
allow_skybox ""
mirrors ""
rearview ""
watervis ""
deathmatch "0"
hostname "Frogbot Clan Arena"
sv_playerslots ""       //Specify maximum number of player/spectator/bot slots, new value takes effect on the next map (this may result in players getting kicked). This should generally be set to maxclients+maxspectators. Leave blank for a default value.
                        //Maximum value of 255. Values above 16 will result in issues with vanilla NQ clients. Effective values other than 32 will result in issues with vanilla QW clients.
maxspectators "8"       //Specify the maximum number of spectators allowed on the server at once. Can be changed mid-map.
maxclients "1"          //Specify the maximum number of players allowed on the server at once. Can be changed mid-map.
samelevel "8393473"
skill "0"
coop ""
teamplay ""
timelimit "10"
fraglimit "1"

// netquake compatability
sv_edgefriction "2"

// Backwards compatability
sv_brokenmovetypes "0"  //Emulate vanilla quakeworld by forcing MOVETYPE_WALK on all players. Shouldn't be used for any games other than QuakeWorld.

// server voting
votetime "10"           //Votes will be discarded after this many minutes
votepercent "-1"        //At least this percentage of players must vote the same way for the vote to pass.
voteminimum "4"         //At least this many players must vote the same way for the vote to pass.
votelevel "0"           //This is the restriction level of commands that players may vote for. You can reconfigure commands, cvars, or aliases individually. Additionally, aliases can be configured via aliaslevel to be executed at a different level from their restriction level. This can be used to indirectly allow voting for 'map dm4' for instance, without allowing people to vote for every map.

// Access controls
cmd_allowaccess "0"
cmd_gamecodelevel "29"

// server control variables
pext_ezquake_nochunks "0"       //Prevents ezquake clients from being able to use the chunked download extension. This sidesteps numerous ezquake issues, and will make downloads slower but more robust.
sv_nopvs "0"            //Set to 1 to ignore pvs on the server. This can make wallhacks more dangerous, so should only be used for debugging.
sv_nailhack "0"         //If set to 1, disables the nail entity networking optimisation. This hack was popularised by qizmo which recommends it for better compression. Also allows clients to interplate nail positions and add trails.
sv_minping ""
sv_maxdrate "100000"
sv_maxrate "30000"
pausable "1"
pr_allowbutton1 "1"     //The button1 field is believed to have been intended to work with the +use command, but it was never hooked up. In NetQuake, this field was often repurposed for other things as it was not otherwise used (and cannot be removed without breaking the crc), while third-party QuakeWorld engines did decide to implement it as believed was intended. As a result, this cvar only applies to QuakeWorld mods and a value of 1 is only likely to cause issues with NQ mods that were ported to QW.
sv_csqcdebug "0"
sv_csqc_progname "csprogs.dat"
sv_cullentities_trace ""        //Attempt to cull non-player entities using tracelines as an extreeme anti-wallhack.
sv_cullplayers_trace "" //Attempt to cull player entities using tracelines as an anti-wallhack.
sv_phs "1"              //If 1, do not use the phs. It is generally better to use sv_calcphs instead, and leave this as 1.
sv_calcphs "2"          //Enables culling of sound effects. 0=always skip phs. Sounds are globally broadcast. 1=always generate phs. Sounds are always culled. On large maps the phs will be dumped to disk. 2=On large single-player maps, generation of phs is skipped. Otherwise like option 1.
sv_highchars "1"
filterban "1"           //If 0, players will be kicked by default unless there is a rule that allows them. Also affects the default action of addip.
sv_masterport "0"
sv_master "0"
sv_showconnectionlessmessages "0"       //Display a line describing each connectionless message that arrives on the server. Primarily a debugging feature, but also potentially useful to admins.
sv_reportheartbeats "1"
fraglog_public "1"      //Enables support for connectionless fraglog requests
sv_listen_q3 "0"
sv_listen_dp "0"
sv_listen_nq "2"        //Allow new (net)quake clients to connect to the server.
                        //0 = don't let them in.
                        //1 = allow them in (WARNING: this allows 'qsmurf' DOS attacks).
                        //2 = accept (net)quake clients by emulating a challenge (as secure as QW/Q2 but does not fully conform to the NQ protocol).
sv_listen_qw "1"
sv_public "0"
sv_serverip ""          //Set this cvar to the server's public ip address if the server is behind a firewall and cannot detect its own public address. Providing a port is required if the firewall/nat remaps it, but is otherwise optional.
sv_resetparms "0"
sv_aim "2"
zombietime "2"
timeout "65"
spawn ""
sv_limittics "3"        //The maximum number of ticks that may be run within a frame, to allow the server to catch up if it stalled or if sv_maxtic is too low.
sv_maxtic "0.1"         //The maximum interval between running physics frames. If the value is too low, multiple physics interations might be run at a time (based upon sv_limittics). Set identical to sv_mintic for fixed-interval ticks, which may be required if ODE is used.
sv_mintic "0"           //The minimum interval between running physics frames.
spectator_password ""
sv_floodprotect_sendmessage ""
sv_floodprotect_suicide "1"
sv_floodprotect_silencetime "1"
sv_floodprotect_messages "9"
sv_floodprotect_interval "9"
sv_floodprotect "1"
sv_pure ""              //The most evil cvar in the world, many clients will ignore this.
                        //0=standard quake rules.
                        //1=clients should prefer files within packages present on the server.
                        //2=clients should use *only* files within packages present on the server.
                        //Due to quake 1.01/1.06 differences, a setting of 2 only works in total conversions.
sv_protocol_nq "0"      //Specifies the default protocol to use for new NQ clients. Supported values are
                        //0 = autodetect
                        //15 = vanilla
                        //666 = fitzquake
                        //999 = rmq protocol
                        //The sv_bigcoords cvar forces upgrades as required.
sv_pushplayers "0"
sv_realip_timeout "10"
sv_realiphostname_ipv6 ""       //This is the server's public ip:port. This is needed for realip to work when the autodetected/local ip is not globally routable
sv_realiphostname_ipv4 ""       //This is the server's public ip:port. This is needed for realip to work when the autodetected/local ip is not globally routable
sv_realip_kick "0"
sv_getrealip "0"        //Attempt to obtain a more reliable IP for clients, rather than just their proxy.
sv_playermodelchecks "0"
sv_antilag_frac "1"
sv_antilag "1"          //Attempt to backdate impacts to compensate for lag. 0=completely off. 1=mod-controlled. 2=forced, which might break certain uses of traceline.
sv_fullredirect ""      //This is the ip:port to redirect players to when the server is full
maxpitch ""             //Assumed to be 80
minpitch ""             //Assumed to be -70
sv_mapcheck "1"
sv_spectalk "1"

// server permission variables
sv_specprint "3"        //Bitfield that controls which player events spectators see when tracking that player.
                        //&1: spectators will see centerprints.
                        //&2: spectators will see sprints (pickup messages etc).
                        //&4: spectators will receive console commands, this is potentially risky.
                        //Individual spectators can use 'setinfo sp foo' to limit this setting.
secure ""
allow_download_other "1"        //0 blocks downloading of any file that was not covered by any of the directory download blocks.
allow_download_copyrighted "0"  //0 blocks download of packages that are considered copyrighted. Specifically, this means packages with a leading 'pak' prefix on the filename.
                                //If you take your copyrights seriously, you should also set allow_download_pakmaps 0 and allow_download_pakcontents 0.
allow_download_root "0" //If set, enables downloading from the root of the gamedir (not the basedir). This setting has a lower priority than extension-based checks.
allow_download_wads "1" //0 blocks downloading of any file in the wads/ directory, or is in the root directory with the extension .wad
set allow_download_refpackages "0"      //If set to 1, packages that contain files needed during spawn functions will be become 'referenced' and automatically downloaded to clients.
                                        //This cvar should probably not be set if you have large packages that provide replacement pickup models on public servers.
                                        //The path command will show a '(ref)' tag next to packages which clients will automatically attempt to download.
allow_download_packages "1"     //if 1, permits downloading files (from root directory or elsewhere) with known package extensions (eg: pak+pk3). Packages with a name starting 'pak' are covered by allow_download_copyrighted as well. This does not prevent 
allow_download_configs "0"      //1 allows downloading of config files, either with the extension .cfg or in the subdir configs/.
                                //^&C0THIS IS DANGEROUS AS IT CAN ALLOW PEOPLE TO READ YOUR RCON PASSWORD.
allow_download_textures "1"     //0 blocks downloading of any file in the textures/ directory
allow_download_pakcontents "1"  //controls whether clients connected to this server are allowed to download files from within packages.
                                //Does NOT implicitly allow downloading bsps, set allow_download_pakmaps to enable that.
                                //While treating each file contained within packages is often undesirable, this is often needed for compatibility with legacy clients (despite it potentially allowing copyright violations).
allow_download_pakmaps "0"      //If 1, permits downloading of maps from within packages. This is normally disabled in order to prevent copyrighted content from being downloaded.
allow_download_demos "1"        //0 blocks downloading of any file in the demos/ directory
allow_download_maps "1" //0 blocks downloading of any file in the maps/ directory
allow_download_sounds "1"       //0 blocks downloading of any file in the sound/ directory
allow_download_models "1"       //0 blocks downloading of any file in the progs/ or models/ directory
allow_download_skins "1"        //0 blocks downloading of any file in the skins/ directory
allow_download "1"      //If 1, permits downloading. Set to 0 to unconditionally block *ALL* downloads.
sv_banproxies "0"       //If enabled, anyone connecting via known proxy software will be refused entry. This should aid with blocking aimbots, but is only reliable for certain public proxies.
sv_cmdlikercon "0"
sv_chatfilter "0"
sv_voip_record "0"      //Record voicechat into mvds. Requires player support. 0=noone, 1=everyone, 2=spectators only
sv_voip_echo "0"        //Echo voice packets back to their sender, a debug/test setting.
sv_voip "1"             //Enable reception of voice packets.

// Server Permissions
sv_cheats "0"

// SQL Defaults
sv_sql_defaultdb ""
sv_sql_password ""
sv_sql_username ""
sv_sql_host "127.0.0.1"
sv_sql_driver ""

// server physics variables
sv_nqplayerphysics "0"  //Disable player prediction and run NQ-style player physics instead. This can be used for compatibility with mods that expect exact behaviour.
sv_gamespeed "1"
sv_compatiblehulls "1"
pm_walljump ""
pm_airstep "0"
pm_slidyslopes ""
pm_slidefix ""
pm_ktjump "0.5"
pm_flyfriction ""       //Amount of friction that applies in fly or 6dof mode. Empty means 4.
pm_watersinkspeed ""    //This is the speed that players will sink at while inactive in water. Empty means 60.
pm_bunnyspeedcap ""     //0 or 1, ish. If the player is traveling faster than this speed while turning, their velocity will be gracefully reduced to match their current maxspeed. You can still rocket-jump to gain high velocity, but turning will reduce your speed back to the max. This can be used to disable bunny hopping.
sv_bigcoords ""         //Uses floats for coordinates instead of 16bit values.
                        //Also boosts angle precision, so can be useful even on small maps.
                        //Affects clients thusly:
                        //QW: enforces a mandatory protocol extension
                        //DP: enables DPP7 protocol support
                        //NQ: uses RMQ protocol (protocol 999).
sv_gameplayfix_stepdown "0"     //Attempt to step down steps, instead of only up them. Affects non-predicted movetype_walk.
sv_gameplayfix_multiplethinks "1"       //Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1.
sv_gameplayfix_noairborncorpse "0"
pm_stepheight ""        //If empty, the value 18 will be used instead. This is the size of the step you can step up or down.
sv_sound_land "demon/dland2.wav"
sv_sound_watersplash "misc/h2ohit1.wav"
sv_waterfriction "4"
sv_friction "4"
sv_wateraccelerate "10"
sv_airaccelerate "0.7"
sv_accelerate "10"
sv_spectatormaxspeed "500"
sv_maxspeed "320"
sv_stopspeed "100"
sv_gravity "800"
sv_maxvelocity "2000"

// Progs variables
sv_gameplayfix_setmodelsize_qw "0"      //The setmodel builtin will act as a setsize for QuakeWorld mods also.
sv_gameplayfix_setmodelrealbox "0"      //Vanilla setmodel will setsize the entity to a hardcoded size for non-bsp models. This cvar will always use the real size of the model instead, but will require that the server actually loads the model.
sv_gameplayfix_honest_tracelines "1"
pr_ssqc_memsize "-1"    //The ammount of memory available to the QC vm. This has a theoretical maximum of 1gb, but that value can only really be used in 64bit builds. -1 will attempt to use some conservative default, but you may need to increase it. Consider also clearing pr_fixbrokenqccarrays if you need to change this cvar.
pr_coreonerror "1"
pr_overridebuiltins "1"
pr_nonetaccess "0"      //Block all direct access to network buffers (the writebyte builtin and friends will ignore the call).
dpcompat_nopreparse "0" //Xonotic uses svc_tempentity with unknowable lengths mixed with other data that needs to be translated. This cvar disables any attempt to translate or pre-parse network messages, including disabling nq/qw cross compatibility. NOTE: because preparsing will be disabled, messages might not get backbuffered correctly if too much reliable data is written.
pr_compatabilitytest "0"        //Only enables builtins if the extension they are part of was queried.
progs ""
noexit "0"
temp1 "0"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
scratch4 "0"
scratch3 "0"
scratch2 "0"
scratch1 "0"
gamecfg "0"
nomonsters "0"
addon15 ""
addon14 ""
addon13 ""
addon12 ""
addon11 ""
addon10 ""
addon9 ""
addon8 ""
addon7 ""
addon6 ""
addon5 ""
addon4 ""
addon3 ""
addon2 ""
addon1 ""
addon0 ""
pr_no_parsecommand "0"  //Provides a way around invalid mod usage of SV_ParseClientCommand, eg xonotic.
pr_no_playerphysics "0" //Prevents support of the 'SV_PlayerPhysics' QC function. This allows servers to prevent needless breakage of player prediction.
pr_maxedicts "32768"    //Maximum number of entities spawnable on the map at once. Low values will crash the server on some maps/mods. High values will result in excessive memory useage (see pr_ssqc_memsize). Illegible server messages may occur with old/other clients above 32k. FTE's network protocols have a maximum at a little over 4 million. Please don't ever make a mod that actually uses that many...
pr_fixbrokenqccarrays "0"       //When set, ensures that fields are not relocated unless remapped, working around stripped/immediate field offsets. This results in higher memory usage, but may be needed for compat with certain mods, namely ktpro.
pr_imitatemvdsv "0"     //Enables mvdsv-specific builtins, and fakes identifiers so that mods made for mvdsv can run properly and with the full feature set.
pr_sourcedir "src"      //Subdirectory where your qc source is located. Used by the internal compiler and qc debugging functionality.
pr_enable_profiling "0" //Enables profiling support. Will run more slowly. Change the map and then use the profile_ssqc/profile_csqc commands to see the results.
pr_enable_uriget "1"    //Allows gamecode to make direct http requests
pr_brokenfloatconvert "0"
pr_droptofloorunits ""  //Distance that droptofloor is allowed to drop to be considered successul.
sv_gameplayfix_blowupfallenzombies "0"  //Allow findradius to find non-solid entities. This may break certain mods.

// Player Ignoring
ignore_opponents "0"
ignore_mode "0"
ignore_qizmo_spec "0"
ignore_spec "0"
ignore_flood "0"        //Provides a way to reduce inbound spam from flooding out your chat (dupe messages are ignored).
                        //0: No inbound flood protection.
                        //1: Duplicate non-team messages will be filtered.
                        //2: ALL duplicate messages will be filtered
                        //
ignore_flood_duration "4"       //Time limit for inbound messages to be considered duplicates.

// statusbar
set hud_miniscores_show "1"

// Scripting
mapname "bloodfest"

// Item effects
set r_drawflame "0"     //Set to -1 to disable ALL static entities. Set to 0 to disable only wall torches and standing flame. Set to 1 for everything drawn as normal.
cl_nolerp_netquake "0"  //Disables interpolation when connected to an NQ server. Does affect players, even the local player. You probably don't want to set this.
set cl_nolerp "0"       //Disables interpolation. If set, missiles/monsters will be smoother, but they may be more laggy. Does not affect players. A value of 2 means 'interpolate only in single-player/coop'.
cl_deadbodyfilter "2"
cl_gibfilter "1"
v_powerupshell "0"
r_powerupglow "2"
cl_r2g "0"              //Uses progs/grenade.mdl instead of progs/missile.mdl when 1.
r_lightflicker "1"
r_rocketlight "0"
r_torch "0"
cl_staticsounds "0"
gl_simpleitems "1"
cl_model_bobbing "0"

// client input controls
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
seta sensitivity "1"
lookstrafe "0"
lookspring "0"
cl_anglespeedkey "1.5"
cl_pitchspeed "150"
cl_yawspeed "140"
cl_movespeedkey "2.0"
cl_sidespeed "400"
cl_backspeed ""         //The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead.
cl_forwardspeed "400"
cl_upspeed "1500"

// Demo playback
cl_demospeed "1"

// CSQC progs control
pr_csqc_coreonerror "1"
cl_nocsqc "0"
cl_csqcdebug "0"
pr_csqc_maxedicts "65536"
pr_csqc_memsize "-1"
pr_csqc_formenus "0"

// Menu progs control
pr_menuqc_coreonerror "1"
forceqmenu "0"

// Teamplay Variables
loc_name_suit "suit"
loc_name_ring "ring"
loc_name_pent "pent"
loc_name_quad "quad"
set loc_name_ra "ra"
set loc_name_ya "ya"
set loc_name_ga "ga"
loc_name_lg "lg"
loc_name_rl "rl"
loc_name_gl "gl"
loc_name_sng "sng"
loc_name_ng "ng"
loc_name_ssg "ssg"
set loc_name_separator "$."
tp_name_eyes "{eyes}"
tp_name_teammate ""
tp_name_enemy "{enemy}"
tp_name_separator "/"
tp_name_pented "{pented}"
tp_name_quaded "{quaded}"
tp_weapon_order "78653241"
tp_name_weapon "rl"
tp_name_armor "armor"
tp_name_armortype_ra "r"
tp_name_armortype_ya "y"
tp_name_armortype_ga "g"
tp_name_status_blue "$B"
tp_name_status_yellow "$Y"
tp_name_status_green "$G"
tp_name_status_red "$R"
tp_name_rune_4 "regeneration rune"
tp_name_rune_3 "haste rune"
tp_name_rune_2 "strength rune"
tp_name_rune_1 "resistance rune"
tp_name_sentry "sentry"
tp_name_disp "dispenser"
tp_need_shells "0"
tp_need_nails "0"
tp_need_cells "0"
tp_need_rockets "5"
tp_need_rl "1"
tp_need_weapon "687"
tp_need_health "60"
tp_need_ga "50"
tp_need_ya "70"
tp_need_ra "70"
tp_name_at " $d "
tp_name_someplace "someplace"
tp_name_nothing "nothing"
tp_name_flag "{flag}"
tp_name_backpack "pack"
tp_name_health "health"
tp_name_mh "mega"
tp_name_cells "cells"
tp_name_rockets "rox"
tp_name_nails "nails"
tp_name_shells "shells"
tp_name_suit "suit"
tp_name_ring "{ring}"
tp_name_pent "{pent}"
tp_name_quad "{quad}"
tp_name_ga "ga"
tp_name_ya "ya"
tp_name_ra "ra"
tp_name_lg "lg"
tp_name_rl "rl"
tp_name_gl "gl"
tp_name_sng "sng"
tp_name_ng "ng"
tp_name_ssg "ssg"
tp_name_sg "sg"
tp_name_axe "axe"
tp_name_none ""
tp_soundtrigger "~"
cl_enemyskin "2_green"
cl_teamskin "RED"
tp_loadlocs "1"
tp_forceTriggers "0"
tp_autostatus ""
cl_triggers "1"
cl_parseFunChars "1"
cl_parseSay "1"
cl_fakename "pla"

// Spectator Tracking
cl_chasecam "1"
cl_hightrack "0"        //Obsolete. If you want hightrack, use '[cl_]autotrack high' instead.
cl_autotrack "auto"     //Specifies the default tracking mode at the start of the map. Use the 'autotrack' command to reset/apply an auto-tracking mode without changing the default.
                        //Valid values are: high, ^hkiller^h, mod, user. Other values are treated as weighting scripts for mvd playback, where available.

// Client side prediction
cl_solid_players "1"    //Consider other players as solid for player prediction.
cl_predict_players_nudge "0"    //An extra nudge of time, to cover video latency.
cl_predict_players_latency "1.0"        //Push the player back according to your latency, to give a smooth consistent simulation of the server.
cl_predict_players_frac "1"     //How much of other players to predict. Values less than 1 will help minimize overruns.
cl_predict_players "1"  //Clear this cvar to see ents exactly how they are on the server.
cl_lerp_smooth "0"      //If 2, will act as 1 when playing demos and otherwise act as if set to 0.
                        //If 1, interpolation will run in the past, resulting in really smooth movement at the cost of latency (even on bunchy german ISDNs).
                        //If 0, interpolation will be based upon packet arrival times and may judder due to packet loss.
cl_predict_timenudge "0"        //A debug feature. You should normally leave this as 0. Nudges local player prediction into the future if positive (resulting in extrapolation), or into the past if negative (resulting in laggy interpolation). Value is in seconds, so small decimals are required. This cvar applies even if input frames are tied to video frames.
cl_predict_extrapolate "0"      //If 1, enables prediction based upon partial input frames which can change over time resulting in a swimmy feel but does not need to interpolate. If 0, prediction will stay in the past and thus use only completed frames. Interpolation will then be used to smooth movement.
                                //This cvar only applies when video and input frames are independant (ie: cl_netfps is set).
cl_nopred "0"
pushlatency "-999"

// Temporary entity control
gl_shaftlight "0"
cl_legacystains "1"     //WARNING: this cvar will default to 0 and later removed at some point
r_explosionlight "0"
cl_beam_trace "0"
cl_truelightning "2"
cl_expsprite "0"        //Display a central sprite in explosion effects. QuakeWorld typically does so, NQ mods should not (which is problematic when played with the qw protocol).

// client networking options
in_forceseat "0"        //Overrides the device identifiers to control a specific client from any device. This can be used for debugging mods, where you only have one keyboard/mouse.
cl_instantrotate "1"
cl_prydoncursor ""
cl_smartjump "1"
cl_run "0"              //Enables autorun, inverting the state of the +speed key.
cl_sparemsec "10"
cl_netfps "300"
cl_queueimpulses "0"
cl_c2spps "0"
cl_c2sImpulseBackup "3"
cl_c2sdupe "0"
prox_inmenu "0"
cl_nodelta "0"
in_xflip "0"
cl_fastaccel "1"        //Begin moving at full speed instantly, instead of waiting a frame or so.

// Authentication
ruleset "none"
allow_f_cmdline "0"
allow_f_system "0"
allow_f_scripts "1"
allow_f_fakeshaft "1"
allow_f_ruleset "1"
allow_f_skins "1"
allow_f_modified "1"
allow_f_server "1"
allow_f_version "1"

// Status bar settings
sbar_teamstatus "1"     //Display the last team say from each of your team members just above the sbar area.

// Scoreboard settings
scr_scoreboard_titleseperator "1"
scr_scoreboard_teamsort "0"     //On the scoreboard, sort players by their team BEFORE their personal score.
scr_scoreboard_teamscores "1"   //Makes +showscores act as +showteamscores. Because reasons.
scr_scoreboard_fillalpha "0.7"  //Transparency amount for newstyle scoreboard.
scr_scoreboard_showflags "2"    //Display flag caps+touches on the scoreboard, where our fragfile.dat supports them.
                                //0: off
                                //1: on
                                //2: on only if someone appears to have interacted with a flag.
scr_scoreboard_showfrags "0"    //Display kills+deaths+teamkills, as determined by fragfile.dat-based conprint parsing. These may be inaccurate if you join mid-game.
scr_scoreboard_newstyle "1"     //Display team colours and stuff in a style popularised by Electro. Looks more modern, but might not quite fit classic huds.
scr_scoreboard_forcecolors "0"  //Makes the scoreboard colours obey enemycolor/teamcolor rules.
scr_scoreboard_drawtitle "1"    //Wastes screen space when looking at the scoreboard.

// OpenAL variables
s_al_speedofsound "343.3"
s_al_static_listener "0"
s_al_velocityscale "1"
s_al_rolloff_factor "1"
s_al_reference_distance "120"
s_al_distancemodel "2"
s_al_dopplerfactor "3.0"
s_al_max_distance "1000"
s_al_debug "0"

// Voice Chat
cl_voip_autogain "0"    //Attempts to normalize your voice levels to a standard level. Useful for lazy people, but interferes with voice activation levels.
cl_voip_noisefilter "1" //Enable the use of the noise cancelation filter.
cl_voip_codec "0"       //0: speex(@11khz). 1: raw. 2: opus. 3: speex(@8khz). 4: speex(@16). 5:speex(@32).
cl_voip_micamp "2"      //Amplifies your microphone when using voip.
cl_voip_ducking "0.5"   //Scales game audio by this much when someone is talking to you. Does not affect your speaker volume when you speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_test "0"        //If 1, enables you to hear your own voice directly, bypassing the server and thus without networking latency, but is fine for checking audio levels. Note that sv_voip_echo can be set if you want to include latency and packetloss considerations, but setting that cvar requires server admin access and is thus much harder to use.
cl_voip_play "1"        //Enables voip playback. Value is a volume scaler.
cl_voip_showmeter "1"   //Shows your speech volume above the standard hud. 0=hide, 1=show when transmitting, 2=ignore voice-activation disable
cl_voip_capturingvol "0.5"      //Volume multiplier applied while capturing, to avoid your audio from being heard by others. Does not affect game volume when other speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_vad_delay "0.3" //Keeps sending voice data for this many seconds after voice activation would normally stop
cl_voip_vad_threshhold "15"     //This is the threshhold for voice-activation-detection when sending voip data
cl_voip_send "0"        //Sends voice-over-ip data to the server whenever it is set.
                        //0: only send voice if +voip is pressed.
                        //1: voice activation.
                        //2: constantly send.
                        //+4: Do not send to game, only to rtp sessions.
cl_voip_capturedevice ""

// Sound controls
s_linearresample_stream "0"
s_linearresample "1"
s_device ""             //This is the sound device(s) to use, in the form of driver:device.
                        //If desired, multiple devices can be listed in space-seperated (quoted) tokens. _s_device_opts contains any enumerated options.
                        //In all seriousness, use the menu to set this if you wish to keep your hair.
s_localvolume "1"       //Sound level for sounds local or originating from the player such as firing and pain sounds.
s_mixerthread "1"       //When enabled sound mixing will be run on a separate thread. Currently supported only by directsound. Other drivers may unconditionally thread audio. Set to 0 only if you have issues.
s_inactive "1"          //Play sound while application is inactive (ex. tabbed out). Needs a snd_restart if changed.
snd_playbackrate "1"    //Debugging cvar that changes the playback rate of all new sounds.
s_bits "16"
s_buffersize "0"
s_numspeakers "2"       //Number of hardware audio channels to use. FTE supports up to 6.
s_eax "0"
s_swapstereo "0"
s_khz "48"              //Sound speed, in kilohertz. Common values are 11, 22, 44, 48. Values above 1000 are explicitly in hertz.
s_mixahead "0.1"        //Specifies how many seconds to prebuffer audio. Lower values give less latency, but might result in crackling. Different hardware/drivers have different tolerances.
s_show "0"
s_noextraupdate "1"
s_ambientfade "100"
s_ambientlevel "0"
musicvolume "0"         //Volume level for background music.
s_loadas8bit "0"        //Downsample sounds on load as lower quality 8-bit sound.
s_precache "1"
volume "0.2"            //Main volume level for all engine sound.
nosound "0"             //Disable all sound from the engine. Cannot be overriden by configs or anything if set via the -nosound commandline argument.

// Joystick variables
joystick "0"

// input controls
in_rawinput_rdp "0"     //Activate Remote Desktop Protocol devices too.
in_rawinput_keyboard "0"        //Enables rawinput support for keyboards in XP onwards as well as just mice. Requires in_rawinput to be set.
in_rawinput "1"         //Enables rawinput support for mice in XP onwards. Rawinput permits independant device identification (ie: splitscreen clients can each have their own mouse)
m_threshold_noforce "0"
m_accel_noforce "0"
in_simulatemultitouch "0"
in_nonstandarddeadkeys "1"      //Discard input events that result in multiple keys. Only the last key will be used. This results in behaviour that differs from eg notepad. To use a dead key, press it twice instead of the dead key followed by space.
in_builtinkeymap "0"
xinput_rightvibrator "0"
xinput_leftvibrator "0"
in_xinput "0"           //Enables the use of xinput for controllers.
                        //Note that if you have a headset plugged in, that headset will be used for audio playback if no specific audio device is configured (may require snd_restart too).
in_dinput "0"
cl_keypad "1"
joyradialdeadzone "1"   //Treat controller dead zones as a pair, rather than per-axis.
joyexponent "2"         //Scales joystick/controller sensitivity non-linearly to increase precision in the center.
                        //A value of 1 is linear.
joyupthreshold "0.118"
joyrollthreshold "0.118"
joyupsensitivity "1.0"
joyrollsensitivity "1.0"
joysidethreshold "0.15"
joyyawthreshold "0.15"
joysidesensitivity "-1.0"
joyyawsensitivity "-1.0"
joyforwardthreshold "0.15"
joypitchthreshold "0.15"        //Values reported near the center of the analog joystick/controller are often erroneous and undesired.
                                //The joystick threshholds are how much of the total values to ignore.
joyforwardsensitivity "-1.0"
joypitchsensitivity "1.0"       //Scaler value for the controller when it is at its most extreme value
joyadvaxisv_scale "1.0"
joyadvaxisv "0"
joyadvaxisu_scale "1.0"
joyadvaxisu "0"
joyadvaxisr_scale "1.0"
joyadvaxisr "0"
joyadvaxisz_scale "1.0"
joyadvaxisz "0"
joyadvaxisy_scale "1.0"
joyadvaxisy "0"
joyadvaxisx_scale "1.0" //Because joyadvaxisx etc can be added together, this provides a way to rescale or invert an individual axis without affecting another with the same action.
joyadvaxisx "0"         //Provides a way to remap each joystick/controller axis.
                        //0:dead, 1:fwd, 2:pitch, 3:side, 4:yaw, 5:up, 6:roll
m_touchmajoraxis "1"    //When using a touchscreen, use only the major axis for strafing.
m_slidethreshold "10"   //How far your finger needs to move to be considered a slide event (touchscreens).
m_fatpressthreshold "0.2"       //How fat your thumb has to be to register a fat press (touchscreens).
m_strafeonright "1"     //If 1, touching the right half of the touchscreen will strafe/move, while the left side will turn.
m_forcewheel_threshold "32"     //Mousewheel graduations smaller than this will not trigger mousewheel deltas.
m_forcewheel "1"        //0: ignore mousewheels in apis where it is abiguous.
                        //1: Use mousewheel when it is treated as a third axis. Motion above a threshold is ignored, to avoid issues with an unknown threshold.
                        //2: Like 1, but excess motion is retained. The threshold specifies exact z-axis distance per notice.
m_accel "0"
m_filter "0"

// Server Browser Vars
slist_cacheinfo "0"
slist_writeservers "0"
seta sb_showtimelimit "0"
seta sb_showfraglimit "0"
sb_showplayers "1"
seta sb_showgamedir "1"
seta sb_showmap "1"
seta sb_showaddress "0"
seta sb_showping "1"
sb_sortcolumn "-p"
sb_hideproxies "1"
sb_hidequakeworld "0"
sb_hidenetquake "0"
sb_hidedead "1"
sb_hidefull "0"
sb_hidenotempty "0"
sb_hideempty "0"
sb_alpha "0.99"

// Media player things
media_repeat "1"
media_shuffle "1"

// AVI capture controls
capturesoundchannels "1"
capturesoundbits "8"
capturecodec "divx"     //the compression/encoding codec to use.
                        //With (win)avi, this should be a fourcc code like divx or xvid, may be blank for raw video.
                        //With raw capturing, this should be one of tga,png,jpg,pcx (ie: screenshot extensions).
capturedriver "avi"     //The driver to use to capture the demo. avformat can be supported via a plugin.
                        //avi: capture directly to avi (capturecodec should be a fourcc value).
                        //raw: capture to a series of screenshots.
capturedemoheight "0"   //When using capturedemo, this specifies the height of the FBO image used.
capturedemowidth "0"    //When using capturedemo, this specifies the width of the FBO image used. Can be larger than your physical monitor.
capturerate "30"        //The framerate of the video to capture
capturesound "1"        //Enables the capturing of game voice. If not using capturedemo, this can be combined with cl_voip_test to capture your own voice.
capturemessage ""

// compat
set music_playlist_sampleposition5 "-1"
set music_playlist_list5 ""
set music_playlist_sampleposition4 "-1"
set music_playlist_list4 ""
set music_playlist_sampleposition3 "-1"
set music_playlist_list3 ""
set music_playlist_sampleposition2 "-1"
set music_playlist_list2 ""
set music_playlist_sampleposition1 "-1"
set music_playlist_list1 ""
set music_playlist_sampleposition0 "-1"
set music_playlist_list0 ""
music_playlist_index "-1"

// Gimmicks
tts_mode "1"            //Text to speech
                        //0: off
                        //1: Read only chat messages with a leading 'tts ' prefix.
                        //2: Read all chat messages
                        //3: Read every single console print.

// Menu thingumiebobs
m_helpismedia "0"
seta m_preset_chosen "1"

// Console variables
con_echochat "0"
con_selectioncolour "0"

// Ground Clutter
r_clutter_distance "1024"       //Distance at which clutter will become invisible.
r_clutter_density "1"   //Scaler for clutter counts. 0 disables clutter completely.
                        //Clutter requires shaders with 'fte_clutter MODEL SPACING SCALEMIN SCALEMAX ZOFS ANGLEMIN ANGLEMAX' terms

// Particle effects
r_grenadetrail "1"
r_rockettrail "3"
gl_part_flame "1"       //Enable particle emitting from models. Mainly used for torch and flame effects.
seta r_part_classic_expgrav "10"        //Scaler for how fast classic explosion particles should accelerate due to gravity. 1 for like vanilla, 10 for like zquake.
seta r_part_density "0.25"
r_part_contentswitch "1"        //Enable particle effects to change based on content (ex. water).
r_part_beams "1"
r_part_sparks_textured "1"
r_part_sparks_trifan "1"
r_part_sparks "1"
r_particle_tracelimit "200"     //Number of traces to allow per frame for particle physics.
r_part_rain_quantity "1"
r_part_rain "0"         //Enable particle effects to emit off of surfaces. Mainly used for weather or lava/slime effects.
r_bouncysparks "0"      //Enables particle interaction with world surfaces, allowing for bouncy particles, stains, and decals.
seta r_particledesc "mushi_rl_gl"

// Particles
seta r_particlesystem "script"

// Screen Options
cl_yieldcpu "0"         //Attempt to yield between frames. This can resolve issues with certain drivers and background software, but can mean less consistant frame times. Will reduce power consumption/heat generation so should be set on laptops or similar (over-hot/battery powered) devices.
cl_idlefps "0"          //This is the maximum framerate to attain while idle/paused.
cl_maxfps "1001"
cl_hudswap "0"
cl_pure "0"             //0=standard quake rules.
                        //1=clients should prefer files within packages present on the server.
                        //2=clients should use *only* files within packages present on the server.
                        //Due to quake 1.01/1.06 differences, a setting of 2 is only reliable with total conversions.
                        //If sv_pure is set, the client will prefer the highest value set.
seta cl_sbar "1"
cl_shownet "0"          //Debugging var. 0 shows nothing. 1 shows incoming packet sizes. 2 shows individual messages. 3 shows entities too.
scr_showobituaries "1"
scr_neticontimeout "0.3"
show_speed_y "-9"
show_speed_x "-1"
show_speed "0"
cl_gameclock_y "31.3"
cl_gameclock_x "22.4"
cl_gameclock "0"
cl_clock_y "-1"
cl_clock_x "0"
cl_clock "0"
show_fps_y "-1"
show_fps_x "-1"
show_fps "1"
scr_showloading "1"
scr_loadingrefresh "0"
con_stayhidden "0"      //0: allow console to pounce on the user
                        //1: console stays hidden unless explicitly invoked
                        //2:toggleconsole command no longer works
                        //3: shift+escape key no longer works
r_netgraph "0"
r_speeds "0"
r_fullbright "0"        //Ignore world lightmaps, drawing everything fully lit.
scr_centersbar "2"
scr_consize "0.45"
scr_allowsnap "1"
scr_printspeed "16"
scr_centertime "2"
showpause "1"
scr_turtlefps "10"
showturtle "0"
scr_conalpha "0.7"
scr_conspeed "9999"
cl_cursor_bias_y "0.8"
cl_cursor_bias_x "7.5"
cl_cursor_scale "0.6"
cl_cursor ""
scr_sshot_prefix "screenshots/fte"
scr_sshot_compression "75"
scr_sshot_type "png"
fov "109"               //field of vision, 1-170 degrees, standard fov is 90, nquake defaults to 108.
viewsize "99.999"

// Realtime Lighting
r_sun_colour "0 0 0"    //Specifies the colour of sunlight that appears in the form of crepuscular rays.
r_sun_dir "0.2 0.5 0.8" //Specifies the direction that crepusular rays appear along
r_shadow_shadowmapping_bias "0.03"
r_shadow_shadowmapping_nearclip "1"
r_shadow_shadowmapping_precision "1"    //Scales the shadowmap detail level up or down.
r_shadow_shadowmapping "1"      //Enables soft shadows instead of stencil shadows.
r_shadow_realtime_world_lightmaps "0"   //Specifies how much of the map's normal lightmap to retain when using world realtime lights. 0 completely replaces lighting.
r_shadow_realtime_dlight_shadows "1"    //Allows dynamic realtime lights to cast shadows as they move.
r_shadow_realtime_dlight_specular "4"
r_shadow_realtime_dlight_diffuse "1"
r_shadow_realtime_dlight_ambient "0"
seta r_shadow_realtime_dlight "0"       //Enables the use of dynamic realtime lights, allowing explosions to use bumpmaps etc properly.
r_shadow_realtime_world_shadows "1"
seta r_shadow_realtime_world "0"        //Enables the use of static/world realtime lights.
r_shadow_scissor "1"    //constrains stencil shadows to the onscreen box that contains the maxmium extents of the light. This avoids unnecessary work.

// Bug fixes
r_dodgypcxfiles "0"     //When enabled, this will ignore the palette stored within pcx files, for compatibility with quake2.
r_dodgytgafiles "0"     //Many old glquake engines had a buggy tga loader that ignored bottom-up flags. Naturally people worked around this and the world was plagued with buggy images. Most engines have now fixed the bug, but you can reenable it if you have bugged tga files.

// Video config
vid_desktopsettings "0" //Ignore the values of vid_width and vid_height, and just use the same settings that are used for the desktop.
vid_displayfrequency "120"
vid_height "0"          //The screen height to attempt to use, in physical pixels. 0 means use desktop resolution.
vid_width "0"           //The screen width to attempt to use, in physical pixels. 0 means use desktop resolution.
vid_triplebuffer "0"    //Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten.
vid_conautoscale "0"    //Changes the 2d scale, including hud, console, and fonts. To specify an explicit font size, divide the desired 'point' size by 8 to get the scale. High values will be clamped to maintain at least a 320*200 virtual size.
vid_conheight "500"
vid_conwidth "700"
vid_bpp "32"            //The number of colour bits to request from the renedering context
vid_fullscreen_standalone "1"   //Whether to use fullscreen or not. A value of 2 specifies fullscreen windowed (aka borderless window) mode.
vid_fullscreen_embedded "1"     //Whether to use fullscreen or not. This cvar is saved to your config but not otherwise used in this operating mode.
vid_wndalpha "1"        //When running windowed, specifies the window's transparency level.
vid_renderer ""         //Specifies which backend is used. Values that might work are: sv (dedicated server), gl (opengl), egl (opengl es), d3d9 (direct3d 9), d3d11 (direct3d 11, with default hardware rendering), d3d11 warp (direct3d 11, with software rendering).
_windowed_mouse "1"
vid_wait "0.0"

// bloom
r_bloom_initialscale "1"        //Initial scaling factor for bloom. should be either 1 or 0.5
r_bloom_downsize "0"    //Technically more correct with a value of 1, but you probably won't notice.
r_bloom_size "4"        //Target bloom kernel size (assuming a video width of 320).
r_bloom_filter "0.7 0.7 0.7"    //Controls how bright the image must get before it will bloom (3 separate values, in RGB order).
set r_bloom_retain "1.0"        //How much of the regular scene to retain when bloom is active.
seta r_bloom "0"        //Enables bloom (light bleeding from bright objects). Fractional values reduce the amount shown.

// Graphical Nicaties
mod_litsprites "0"      //If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.
mod_warnmodels "1"      //Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development).
mod_external_vis "1"    //Attempt to load .vis patches for quake maps, allowing transparent water to work properly.
seta r_replacemodels "" //A list of filename extensions to attempt to use instead of mdl.
r_shadows "0"           //Draw basic blob shadows underneath entities without using realtime lighting.
r_globalskin_count "10" //Specifies how many globalskins there are.
r_globalskin_first "100"        //Specifies the first .skin value that is a global skin. Entities within this range will use the shader/image called 'gfx/skinSKIN.lmp' instead of their regular skin. See also: r_globalskin_count.
r_skin_overlays "1"
r_fb_models "1"         //Force all non-player models to be fullbright in deathmatch. Because if you don't enable these cheats then you'll go splat because everone else uses them. QuakeWorld players suck.
r_fb_bmodels "1"
r_menutint "0.68 0.4 0.13"
seta r_drawflat "0"
gl_miptexLevel "0"
r_telealpha ""
r_slimealpha ""
r_lavaalpha ""
r_wateralpha "1"
r_fastskycolour "0"
seta r_fastsky "1"
r_fastturb "0"
seta r_nolightdir "0"
seta r_nolerp "0"
r_lightmap_saturation "1"
seta r_dynamic "1"
seta r_waterwarp "0"    //Enables fullscreen warp, preferably via glsl. -1 specifies to force the fov warp fallback instead which can give a smidge more performance.
r_drawviewmodelinvis "0"
r_drawviewmodel "0.4"
r_drawentities "1"
mod_md3flags "1"        //The flags field of md3s was never officially defined. If this is set to 1, the flags will be treated identically to mdl files. Otherwise they will be ignored. Naturally, this is required to provide rotating pickups in quake.
r_fullbrightSkins "0.8"
r_bloodstains "1"
gl_font "3"             //Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.
                        //When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.
                        //TTF fonts may be loaded from your windows directory. 'gl_font cour?col=1,1,1:couri?col=0,1,0' loads eg: c:\windows\fonts\cour.ttf, and uses the italic version of courier for alternative text, with specific colour tints.
r_stereo_method "0"     //Value 0 = Off.
                        //Value 1 = Attempt hardware acceleration. Requires vid_restart.
                        //Value 2 = red/cyan.
                        //Value 3 = red/blue.
                        //Value 4=red/green.
                        //Value 5=eye strain.
r_stereo_separation "4" //How far your eyes are apart, in quake units. A non-zero value will enable stereoscoping rendering. You might need some of them retro 3d glasses. Hardware support is recommended, see r_stereo_context.
r_refract_fbo "1"       //Use an fbo for refraction. If 0, just renders as a portal and uses a copy of the current framebuffer.
r_wireframe_smooth "0"
r_wireframe "0"         //Developer feature where everything is drawn with wireframe over the top. Only active where cheats are permitted.
r_telestyle "1"         //See r_waterstyle, but affects only teleporters. If empty, defers to r_waterstyle.
r_slimestyle ""         //See r_waterstyle, but affects only slime. If empty, defers to r_waterstyle.
seta r_lavastyle "1"    //See r_waterstyle, but affects only lava. If empty, defers to r_waterstyle.
seta r_waterstyle "1"   //Changes how water, and teleporters are drawn. Possible values are:
                        //0: fastturb-style block colour.
                        //1: regular q1-style water.
                        //2: refraction(ripply and transparent)
                        //3: refraction with reflection at an angle
                        //4: ripplemapped without reflections (requires particle effects)
                        //5: ripples+reflections
r_fastturbcolour "0.1 0.2 0.3"  //The colour to use for water surfaces draw with r_waterstyle 0.
                                //
gl_specular_fallbackexp "1"
gl_specular_fallback "0.05"
seta gl_specular "0"
gl_flashblendscale "1"
seta gl_flashblend "0"
r_coronas_occlusion ""  //Specifies that coronas should be occluded more carefully.
                        //0: No occlusion, at all.
                        //1: BSP occlusion only (simple tracelines).
                        //2: non-bsp occlusion also (complex tracelines).
                        //3: Depthbuffer reads (forces synchronisation).
                        //4: occlusion queries.
seta r_coronas "1"      //Draw coronas on realtime lights. Overrides glquake-esque flashblends.
r_stainfadeammount "1"
r_stainfadetime "1"
seta r_stains "0"
r_hdr_irisadaptation_fade_up "0.1"
r_hdr_irisadaptation_fade_down "0.5"
r_hdr_irisadaptation_maxvalue "4"
r_hdr_irisadaptation_minvalue "0.5"
r_hdr_irisadaptation_multiplier "2"
r_hdr_irisadaptation "0"
r_lightstylescale "1"
r_lightstylespeed "10"
r_lightstylesmooth_limit "2"
seta r_lightstylesmooth "0"
seta r_loadlit "1"
r_imageexensions "dds tga png jpg pcx"  //The list of image file extensions which fte should attempt to load.
set r_softwarebanding "0"       //Utilise the Quake colormap in order to emulate 8bit software rendering. This results in banding as well as other artifacts that some believe adds character. Also forces nearest sampling on affected surfaces (palette indicies do not interpolate well).
r_skybox "space"
gl_conback "none"       //Specifies which conback shader/image to use. The Quake fallback is gfx/conback.lmp
gl_ati_truform_tesselation "3"
gl_ati_truform_type "1"
gl_ati_truform "0"
gl_dither "1"
gl_overbright_all "0"
gl_overbright "1"
r_glsl_turbscale "1"    //Controls the strength of water ripples (used by the altwater glsl code).
r_glsl_offsetmapping_reliefmapping "0"  //Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.
r_glsl_offsetmapping_scale "0.04"
seta r_glsl_offsetmapping "0"   //Enables the use of paralax mapping, adding fake depth to textures.
seta r_deluxemapping "0"        //Enables bumpmapping based upon precomputed light directions
gl_smoothcrosshair "1"
seta gl_load24bit "0"

// GL Renderer Options
r_polygonoffset_stencil_offset "1"
r_polygonoffset_stencil_factor "0.01"
r_polygonoffset_shadowmap_factor "0.05"
r_polygonoffset_shadowmap_offset "0"
r_polygonoffset_submodel_offset "25"
r_polygonoffset_submodel_factor "0.05"
r_showfields "0"        //Debugging. Shows entity fields boxes (entity closest to crosshair). 1=ssqc, 2=csqc.
r_showbboxes "0"        //Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground.
gl_texture_anisotropic_filtering "0"
d_mipcap "1 1"
seta gl_texturemode2d "n"       //Specifies how 2d images are sampled. format is a 3-tupple 
seta gl_texturemode "gl_nearest_mipmap_nearest" //Specifies how world/model textures appear. Typically 3 letters eg lln.
                                                //First letter can be l(inear) or n(earest) and says how to sample from the mip (when downsampling).
                                                //The middle letter can . to disable mipmaps, or l or n to describe whether to blend between mipmaps.
                                                //The third letter says what to do when the texture is too low resolution and is thus the most noticable with low resolution textures, a n will make it look like lego, while an l will keep it smooth.
gl_maxdist "0"          //The distance of the far clip plane. If set to 0, some fancy maths will be used to place it at an infinite distance.
gl_max_size "2048"      //Specifies the maximum texture size that the engine may use. Textures larger than this will be downsized. Clamped by the value the driver supports.
r_clear "8"
gl_shadeq1_name "*"     //Rename all surfaces from quake1 bsps using this pattern for the purposes of shader names.
r_lightprepass "0"      //Experimental. Attempt to use a different lighting mechanism.
r_mirroralpha "1"       //Specifies how the default shader is generated for the 'window02_1' texture. Values less than 1 will turn it into a mirror.
vid_srgb "1"            //The framebuffer should use sRGB colourspace. This has the effect of brightening the screen
vid_multisample "0"     //Set to 4 or so for multisample antialiasing (msaa).
gl_driver ""
r_novis "1"
gl_lightmap_average "0" //Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably.
gl_lightmap_nearest "0" //Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled.
gl_menutint_shader "1"  //Controls the use of GLSL to desaturate the background when drawing the menu, like quake's dos software renderer used to do before the ugly dithering of winquake.
gl_blend2d "1"
r_forceprogramify "0"   //Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.
                        //Set to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.
                        //Because most shaders made for DP are by people who _clearly_ have no idea what the heck they're doing, you'll typically need the '2' setting.
r_vertexlight "0"       //Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.
r_vertexdlights "0"     //Determine model lighting with respect to nearby dlights. Poor-man's rtlights.
r_floorcolour "100 150 200"
r_wallcolour "30 80 150"
gl_skyboxdist "0"       //The distance of the skybox. If 0, the engine will determine it based upon the far clip plane distance.
gl_screenangle "0"
r_fog_exp2 "1"          //Expresses how fog fades with distance. 0 (matching DarkPlaces's default) is typically more realistic, while 1 (matching FitzQuake and others) is more common.
gl_compress "0"         //Enable automatic texture compression even for textures which are not pre-compressed.
gl_savecompressedtex "0"        //Write out a copy of textures in a compressed format. The driver will do the compression on the fly, thus this setting is likely inferior to software which does not care so much about compression times.
r_shaderblobs "0"       //If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default.
gl_picmip2d "0"         //Reduce hud/menu texture sizes by some exponential factor.
gl_picmip "1"           //Reduce world/model texture sizes by some exponential factor.
leftisright "0"
gl_motionblurscale "1"
gl_motionblur "0"
r_shadow_heightscale_bumpmap "1"        //height scaler for 8bit _bump textures
r_shadow_heightscale_basetexture "0"    //scaler for generation of height maps from legacy paletted content.
r_shadow_bumpscale_bumpmap "4"  //bumpyness scaler for _bump textures
r_shadow_bumpscale_basetexture "0"      //bumpyness scaler for generation of fallback normalmap textures from models
r_noaliasshadows "0"
r_portalonly "0"        //Don't draw things which are not portals. Debug feature.
r_portaldrawplanes "0"  //Draw front and back planes in portals. Debug feature.
r_portalrecursion "1"   //The number of portals the camera is allowed to recurse through.
r_noframegrouplerp "0"
seta r_lerpmuzzlehack "0"
dpcompat_psa_ungroup "0"
r_renderscale "1"       //Provides a way to enable subsampling or super-sampling
r_fxaa "0"              //Runs a post-procesing pass to strip the jaggies.
r_postprocshader ""     //Specifies a custom shader to use as a post-processing shader
gl_lerpimages "0"       //Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures.
gl_lateswap "0"
gl_finish "0"
gl_nocolors "0"
gl_nohwblend "1"        //If 1, don't use hardware gamma ramps for transient effects that change each frame (does not affect long-term effects like holding quad or underwater tints).
gl_affinemodels "0"
r_norefresh "0"
vid_desktopgamma "0"    //Apply gamma ramps upon the desktop rather than the window.
vid_hardwaregamma "1"   //Use hardware gamma ramps. 0=loadtime-gamma, 1=glsl(windowed) or hardware(fullscreen), 2=always glsl, 3=always hardware gamma.
vid_preservegamma "0"   //Restore initial hardware gamma ramps when quitting.
vid_gl_context_selfreset "1"    //Upon hardware failure, have the engine create a new context instead of depending on the drivers to restore everything. This can help to avoid graphics drivers randomly killing your game, and can help reduce memory requirements.
vid_gl_context_robustness "1"   //Attempt to enforce extra buffer protection in the gl driver, but can be slower with pre-gl3 hardware.
vid_gl_context_es "0"   //Requests an OpenGLES context. Be sure to set vid_gl_context_version to 2 or so.
vid_gl_context_compatibility "1"        //Requests an OpenGL context with fixed-function backwards compat.
vid_gl_context_forwardcompatible "0"    //Requests an opengl context with no depricated features enabled.
vid_gl_context_debug "0"        //Requests a debug opengl context. This provides better error oreporting.
vid_gl_context_version ""       //Specifies the version of OpenGL to try to create.
gl_workaround_ati_shadersource "1"      //Work around ATI driver bugs in the glShaderSource function. Can safely be enabled with other drivers too.
set gl_blendsprites "0" //Blend sprites instead of alpha testing them
gl_mindist "4"          //Distance to the near clip plane. Smaller values may damage depth precision, high values can potentialy be used to see through walls...

// Realtime Light editing/importing
r_editlights_import_specular "1"
r_editlights_import_diffuse "1"
r_editlights_import_ambient "0"
r_editlights_import_radius "1"

// Protocol Extensions
pext_replacementdeltas "1"
debug_pext_predinfo "0"

// Terrain
mod_terrain_savever ""  //Which terrain section version to write if terrain was edited.
mod_terrain_defaulttexture ""   //Newly created terrain tiles will use this texture. This should generally be updated by the terrain editor.
mod_terrain_networked "0"       //Terrain edits are networked. Clients will download sections on demand, and servers will notify clients of changes.

// Map Cvar Options
r_subdivisions "2"
q3bsp_surf_meshcollision_force "0"      //Force mesh-based collisions on all q3bsp trisoup surfaces.
q3bsp_surf_meshcollision_flag "0x80000000"      //The surfaceparm flag(s) that enables q3bsp trisoup collision
map_autoopenportals "1" //When set to 1, force-opens all area portals. Normally these start closed and are opened by doors when they move, but this requires the gamecode to signal this.
map_noCurves "0"
map_noareas "0"

// International variables
lang "pt_PT"

// Internationalisation
com_highlightcolor "12" //ANSI colour to be used for highlighted text, used when com_parseutf8 is active.
com_parseutf8 "0"       //Interpret console messages/playernames/etc as UTF-8. Requires special fonts. -1=iso 8859-1. 0=quakeascii(chat uses high chars). 1=utf8, revert to ascii on decode errors. 2=utf8 ignoring errors

// Copy protection
registered "1"          //Set if quake's pak1.pak is available

// Gamecode
com_nogamedirnativecode "1"     //FTE QuakeWorld blocks all downloads of files with a .dll or .so extension, however other engines (eg: ezquake and fodquake) do not - this omission can be used to trigger delayed eremote exploits in any engine (including FTE) which is later run from the same gamedir.
                                //Quake2, Quake3(when debugging), and KTX typically run native gamecode from within gamedirs, so if you wish to run any of these games you will need to ensure this cvar is changed to 0, as well as ensure that you don't run unsafe clients.
                                //
gameversion_max ""      //gamecode version for server browsers
gameversion_min ""      //gamecode version for server browsers
gameversion ""          //gamecode version for server browsers
sys_platform "Win32"

// ODE Physics Library
set physics_ode_autodisable_threshold_samples "5"       //average threshold with this number of samples
set physics_ode_autodisable_threshold_angular "0.3"     //body will be disabled if it's angular move below this value
set physics_ode_autodisable_threshold_linear "0.2"      //body will be disabled if it's linear move below this value
set physics_ode_autodisable_time "0"    //how many seconds object should be dormant to be autodisabled
set physics_ode_autodisable_steps "10"  //how many steps object should be dormant to be autodisabled
set physics_ode_autodisable "1" //automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster
set physics_ode_spinlimit "10000"       //reset spin velocity if it gets too large
set physics_ode_movelimit "0.5" //clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls
set physics_ode_iterationsperframe "4"  //divisor for time step, runs multiple physics steps per frame
set physics_ode_world_cfm "-1"  //world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1
set physics_ode_world_erp "-1"  //world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1
set physics_ode_world_damping_angular_threshold "0.01"  //world angular damping threshold (see ODE User Guide); use defaults when set to -1
set physics_ode_world_damping_angular "0.005"   //world angular damping scale (see ODE User Guide); use defaults when set to -1
set physics_ode_world_damping_linear_threshold "0.01"   //world linear damping threshold (see ODE User Guide); use defaults when set to -1
set physics_ode_world_damping_linear "0.005"    //world linear damping scale (see ODE User Guide); use defaults when set to -1
set physics_ode_world_damping "1"       //enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type
set physics_ode_contact_cfm "0" //contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)
set physics_ode_contact_erp "0.96"      //contact solver erp parameter - Error Restitution Percent (see ODE User Guide)
set physics_ode_contact_mu "1"  //contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)
set physics_ode_worldquickstep_iterations "20"  //parameter to dWorldQuickStep
set physics_ode_worldquickstep "1"      //use dWorldQuickStep rather than dWorldStep
set physics_ode_contactsurfacelayer "0" //allows objects to overlap this many units to reduce jitter
set physics_ode_quadtree_depth "5"      //desired subdivision level of quadtree culling space
set physics_ode_enable "1"      //Enables the use of ODE physics, but only if the mod supports it.

// hud
set hud_editor_allowalign "1"
set hud_editor_allowplace "1"
set hud_editor_allowmove "1"
set hud_editor_allowresize "1"

// ezhud
set hud_weaponstats_fmt "&c990sg&r:[%sg] &c099ssg&r:[%ssg] &c900rl&r:[#rl] &c009lg&r:[%lg]"
set hud_weaponstats_scale "1"
set hud_weaponstats_item_opacity "0.99"
set hud_weaponstats_frame_color "0 0 0"
set hud_weaponstats_frame "0"
set hud_weaponstats_align_y "center"
set hud_weaponstats_pos_y "0"
set hud_weaponstats_align_x "right"
set hud_weaponstats_pos_x "0"
set hud_weaponstats_show "0"
set hud_weaponstats_place "screen"
set hud_weaponstats_order "0"
set hud_bar_health_color_unnatural "255 255 255 128"
set hud_bar_health_color_twomega "128 128 255 128"
set hud_bar_health_color_mega "64 96 128 128"
set hud_bar_health_color_normal "32 64 128 128"
set hud_bar_health_color_nohealth "128 128 128 64"
set hud_bar_health_direction "0"
set hud_bar_health_width "200"
set hud_bar_health_height "16"
set hud_bar_health_item_opacity "0.99"
set hud_bar_health_frame_color "0 0 0"
set hud_bar_health_frame "0"
set hud_bar_health_align_y "center"
set hud_bar_health_pos_y "0"
set hud_bar_health_align_x "after"
set hud_bar_health_pos_x "10"
set hud_bar_health_show "1"
set hud_bar_health_place "group1"
set hud_bar_health_order "43"
set hud_bar_armor_color_unnatural "128 128 128"
set hud_bar_armor_color_ra "128 0 0 128"
set hud_bar_armor_color_ya "192 128 0 128"
set hud_bar_armor_color_ga "32 128 0 128"
set hud_bar_armor_color_noarmor "128 128 128 64"
set hud_bar_armor_direction "1"
set hud_bar_armor_width "200"
set hud_bar_armor_height "16"
set hud_bar_armor_item_opacity "0.99"
set hud_bar_armor_frame_color "0 0 0"
set hud_bar_armor_frame "0"
set hud_bar_armor_align_y "center"
set hud_bar_armor_pos_y "0"
set hud_bar_armor_align_x "before"
set hud_bar_armor_pos_x "-10"
set hud_bar_armor_show "1"
set hud_bar_armor_place "group1"
set hud_bar_armor_order "43"
set hud_score_bar_format_big "%t:%e:%Z"
set hud_score_bar_format_small "&c69f%T&r:%t &cf10%E&r:%e $[%D$]"
set hud_score_bar_scale "1"
set hud_score_bar_style "0"
set hud_score_bar_item_opacity "0.99"
set hud_score_bar_frame_color "0 0 0"
set hud_score_bar_frame "0.5"
set hud_score_bar_align_y "console"
set hud_score_bar_pos_y "0"
set hud_score_bar_align_x "center"
set hud_score_bar_pos_x "0"
set hud_score_bar_show "0"
set hud_score_bar_place "screen"
set hud_score_bar_order "44"
set hud_score_position_colorize "1"
set hud_score_position_digits "0"
set hud_score_position_align "right"
set hud_score_position_scale "1"
set hud_score_position_style "0"
set hud_score_position_item_opacity "0.99"
set hud_score_position_frame_color "0 0 0"
set hud_score_position_frame "0.5"
set hud_score_position_align_y "bottom"
set hud_score_position_pos_y "0"
set hud_score_position_align_x "after"
set hud_score_position_pos_x "0"
set hud_score_position_show "0"
set hud_score_position_place "score_difference"
set hud_score_position_order "44"
set hud_score_difference_colorize "1"
set hud_score_difference_digits "0"
set hud_score_difference_align "right"
set hud_score_difference_scale "1"
set hud_score_difference_style "0"
set hud_score_difference_item_opacity "0.99"
set hud_score_difference_frame_color "0 0 0"
set hud_score_difference_frame "0.5"
set hud_score_difference_align_y "bottom"
set hud_score_difference_pos_y "0"
set hud_score_difference_align_x "after"
set hud_score_difference_pos_x "0"
set hud_score_difference_show "0"
set hud_score_difference_place "score_enemy"
set hud_score_difference_order "43"
set hud_score_enemy_colorize "0"
set hud_score_enemy_digits "3"
set hud_score_enemy_align "right"
set hud_score_enemy_scale "0.5"
set hud_score_enemy_style "2"
set hud_score_enemy_item_opacity "0.99"
set hud_score_enemy_frame_color "200 75 75"
set hud_score_enemy_frame "0.25"
set hud_score_enemy_align_y "before"
set hud_score_enemy_pos_y "-1"
set hud_score_enemy_align_x "center"
set hud_score_enemy_pos_x "0"
set hud_score_enemy_show "1"
set hud_score_enemy_place "score_team"
set hud_score_enemy_order "1"
set hud_score_team_colorize "0"
set hud_score_team_digits "3"
set hud_score_team_align "right"
set hud_score_team_scale "0.5"
set hud_score_team_style "2"
set hud_score_team_item_opacity "0.99"
set hud_score_team_frame_color "75 75 200"
set hud_score_team_frame "0.25"
set hud_score_team_align_y "bottom"
set hud_score_team_pos_y "-5"
set hud_score_team_align_x "right"
set hud_score_team_pos_x "-5"
set hud_score_team_show "1"
set hud_score_team_place "screen"
set hud_score_team_order "0"
set hud_itemsclock_style "0"
set hud_itemsclock_timelimit "9"
set hud_itemsclock_item_opacity "0.99"
set hud_itemsclock_frame_color "0 0 0"
set hud_itemsclock_frame "0"
set hud_itemsclock_align_y "center"
set hud_itemsclock_pos_y "0"
set hud_itemsclock_align_x "left"
set hud_itemsclock_pos_x "5"
set hud_itemsclock_show "0"
set hud_itemsclock_place "screen"
set hud_itemsclock_order "1"
set hud_keys_scale "2"
set hud_keys_item_opacity "0.99"
set hud_keys_frame_color "20 20 20"
set hud_keys_frame "0.5"
set hud_keys_align_y "center"
set hud_keys_pos_y "0"
set hud_keys_align_x "right"
set hud_keys_pos_x "0"
set hud_keys_show "0"
set hud_keys_place "screen"
set hud_keys_order "1"
set hud_ownfrags_scale "1"
set hud_ownfrags_timeout "3"
set hud_ownfrags_item_opacity "0.99"
set hud_ownfrags_frame_color "0 0 100"
set hud_ownfrags_frame "0"
set hud_ownfrags_align_y "top"
set hud_ownfrags_pos_y "75"
set hud_ownfrags_align_x "center"
set hud_ownfrags_pos_x "0"
set hud_ownfrags_show "1"
set hud_ownfrags_place "screen"
set hud_ownfrags_order "1"
set hud_teamholdinfo_itemfilter "quad ra ya ga mega pent rl quad"
set hud_teamholdinfo_style "1"
set hud_teamholdinfo_onlytp "0"
set hud_teamholdinfo_height "8"
set hud_teamholdinfo_width "200"
set hud_teamholdinfo_opacity "0.8"
set hud_teamholdinfo_item_opacity "0.99"
set hud_teamholdinfo_frame_color "0 0 0"
set hud_teamholdinfo_frame "0"
set hud_teamholdinfo_align_y "bottom"
set hud_teamholdinfo_pos_y "0"
set hud_teamholdinfo_align_x "left"
set hud_teamholdinfo_pos_x "0"
set hud_teamholdinfo_show "0"
set hud_teamholdinfo_place "top"
set hud_teamholdinfo_order "0"
set hud_teamholdbar_onlytp "0"
set hud_teamholdbar_show_text "1"
set hud_teamholdbar_vertical_text "0"
set hud_teamholdbar_vertical "0"
set hud_teamholdbar_height "8"
set hud_teamholdbar_width "200"
set hud_teamholdbar_opacity "0.8"
set hud_teamholdbar_item_opacity "0.99"
set hud_teamholdbar_frame_color "0 0 0"
set hud_teamholdbar_frame "0"
set hud_teamholdbar_align_y "bottom"
set hud_teamholdbar_pos_y "0"
set hud_teamholdbar_align_x "left"
set hud_teamholdbar_pos_x "0"
set hud_teamholdbar_show "0"
set hud_teamholdbar_place "top"
set hud_teamholdbar_order "0"
set hud_mp3_time_on_scoreboard "0"
set hud_mp3_time_style "0"
set hud_mp3_time_item_opacity "0.99"
set hud_mp3_time_frame_color "0 0 0"
set hud_mp3_time_frame "0"
set hud_mp3_time_align_y "bottom"
set hud_mp3_time_pos_y "0"
set hud_mp3_time_align_x "left"
set hud_mp3_time_pos_x "0"
set hud_mp3_time_show "0"
set hud_mp3_time_place "top"
set hud_mp3_time_order "0"
set hud_mp3_title_wordwrap "0"
set hud_mp3_title_on_scoreboard "0"
set hud_mp3_title_scroll_delay "0.5"
set hud_mp3_title_scroll "1"
set hud_mp3_title_height "8"
set hud_mp3_title_width "512"
set hud_mp3_title_style "2"
set hud_mp3_title_item_opacity "0.99"
set hud_mp3_title_frame_color "0 0 0"
set hud_mp3_title_frame "0"
set hud_mp3_title_align_y "bottom"
set hud_mp3_title_pos_y "0"
set hud_mp3_title_align_x "right"
set hud_mp3_title_pos_x "0"
set hud_mp3_title_show "0"
set hud_mp3_title_place "top"
set hud_mp3_title_order "0"
set hud_teaminfo_powerup_style "1"
set hud_teaminfo_scale "1.2"
set hud_teaminfo_show_self "0"
set hud_teaminfo_show_enemies "0"
set hud_teaminfo_weapon_style "0"
set hud_teaminfo_armor_style "3"
set hud_teaminfo_low_health "25"
set hud_teaminfo_name_width "6"
set hud_teaminfo_loc_width "5"
set hud_teaminfo_align_right "0"
set hud_teaminfo_layout "%p%n $x10%l$x11 %a/%H %w"
set hud_teaminfo_item_opacity "0.99"
set hud_teaminfo_frame_color "20 20 20"
set hud_teaminfo_frame "0.2"
set hud_teaminfo_align_y "center"
set hud_teaminfo_pos_y "120"
set hud_teaminfo_align_x "right"
set hud_teaminfo_pos_x "0"
set hud_teaminfo_show "1"
set hud_teaminfo_place ""
set hud_teaminfo_order "0"
set hud_teamfrags_maxname "16"
set hud_teamfrags_colors_alpha "1.0"
set hud_teamfrags_bignum "0"
set hud_teamfrags_onlytp "0"
set hud_teamfrags_extra_spec_info "0"
set hud_teamfrags_style "3"
set hud_teamfrags_fliptext "1"
set hud_teamfrags_padtext "1"
set hud_teamfrags_shownames "0"
set hud_teamfrags_vertical "0"
set hud_teamfrags_strip "1"
set hud_teamfrags_space_y "1"
set hud_teamfrags_space_x "0"
set hud_teamfrags_cols "2"
set hud_teamfrags_rows "1"
set hud_teamfrags_cell_height "8"
set hud_teamfrags_cell_width "35"
set hud_teamfrags_item_opacity "0.99"
set hud_teamfrags_frame_color "0 0 0"
set hud_teamfrags_frame "0"
set hud_teamfrags_align_y "bottom"
set hud_teamfrags_pos_y "11"
set hud_teamfrags_align_x "center"
set hud_teamfrags_pos_x "0"
set hud_teamfrags_show "0"
set hud_teamfrags_place "gameclock"
set hud_teamfrags_order "47"
set hud_frags_notintp "0"
set hud_frags_maxname "16"
set hud_frags_colors_alpha "1.0"
set hud_frags_bignum "0"
set hud_frags_style "2"
set hud_frags_fliptext "0"
set hud_frags_extra_spec_info "ALL"
set hud_frags_showself_always "1"
set hud_frags_padtext "1"
set hud_frags_showteams "0"
set hud_frags_shownames "0"
set hud_frags_vertical "0"
set hud_frags_strip "1"
set hud_frags_teamsort "1"
set hud_frags_space_y "1"
set hud_frags_space_x "1"
set hud_frags_cols "8"
set hud_frags_rows "1"
set hud_frags_cell_height "8"
set hud_frags_cell_width "28"
set hud_frags_item_opacity "0.99"
set hud_frags_frame_color "0 0 0"
set hud_frags_frame "0"
set hud_frags_align_y "bottom"
set hud_frags_pos_y "-80"
set hud_frags_align_x "center"
set hud_frags_pos_x "0"
set hud_frags_show "0"
set hud_frags_place "screen"
set hud_frags_order "0"
set hud_armordamage_duration "0.8"
set hud_armordamage_digits "3"
set hud_armordamage_align "right"
set hud_armordamage_scale "1"
set hud_armordamage_style "0"
set hud_armordamage_item_opacity "0.99"
set hud_armordamage_frame_color "0 0 0"
set hud_armordamage_frame "0"
set hud_armordamage_align_y "before"
set hud_armordamage_pos_y "0"
set hud_armordamage_align_x "left"
set hud_armordamage_pos_x "0"
set hud_armordamage_show "0"
set hud_armordamage_place "armor"
set hud_armordamage_order "45"
set hud_healthdamage_duration "0.8"
set hud_healthdamage_digits "3"
set hud_healthdamage_align "right"
set hud_healthdamage_scale "1"
set hud_healthdamage_style "0"
set hud_healthdamage_item_opacity "0.99"
set hud_healthdamage_frame_color "0 0 0"
set hud_healthdamage_frame "0"
set hud_healthdamage_align_y "before"
set hud_healthdamage_pos_y "0"
set hud_healthdamage_align_x "left"
set hud_healthdamage_pos_x "0"
set hud_healthdamage_show "0"
set hud_healthdamage_place "health"
set hud_healthdamage_order "45"
set hud_group9_pic_scalemode "0"
set hud_group9_pic_alpha "1.0"
set hud_group9_picture ""
set hud_group9_height "64"
set hud_group9_width "64"
set hud_group9_name "group9"
set hud_group9_item_opacity "0.99"
set hud_group9_frame_color "0 0 0"
set hud_group9_frame ".5"
set hud_group9_align_y "top"
set hud_group9_pos_y "0"
set hud_group9_align_x "left"
set hud_group9_pos_x "0"
set hud_group9_show "0"
set hud_group9_place "screen"
set hud_group9_order "0"
set hud_group8_pic_scalemode "0"
set hud_group8_pic_alpha "1.0"
set hud_group8_picture ""
set hud_group8_height "64"
set hud_group8_width "64"
set hud_group8_name "group8"
set hud_group8_item_opacity "0.99"
set hud_group8_frame_color "0 0 0"
set hud_group8_frame ".5"
set hud_group8_align_y "top"
set hud_group8_pos_y "0"
set hud_group8_align_x "left"
set hud_group8_pos_x "0"
set hud_group8_show "0"
set hud_group8_place "screen"
set hud_group8_order "46"
set hud_group7_pic_scalemode "0"
set hud_group7_pic_alpha "1.0"
set hud_group7_picture ""
set hud_group7_height "64"
set hud_group7_width "64"
set hud_group7_name "group7"
set hud_group7_item_opacity "0.99"
set hud_group7_frame_color "0 0 0"
set hud_group7_frame ".5"
set hud_group7_align_y "top"
set hud_group7_pos_y "0"
set hud_group7_align_x "left"
set hud_group7_pos_x "0"
set hud_group7_show "0"
set hud_group7_place "screen"
set hud_group7_order "46"
set hud_group6_pic_scalemode "0"
set hud_group6_pic_alpha "1.0"
set hud_group6_picture ""
set hud_group6_height "64"
set hud_group6_width "64"
set hud_group6_name "group6"
set hud_group6_item_opacity "0.99"
set hud_group6_frame_color "0 0 0"
set hud_group6_frame ".5"
set hud_group6_align_y "top"
set hud_group6_pos_y "0"
set hud_group6_align_x "left"
set hud_group6_pos_x "0"
set hud_group6_show "0"
set hud_group6_place "screen"
set hud_group6_order "0"
set hud_group5_pic_scalemode "0"
set hud_group5_pic_alpha "1.0"
set hud_group5_picture ""
set hud_group5_height "1"
set hud_group5_width "60"
set hud_group5_name "group2"
set hud_group5_item_opacity "0.99"
set hud_group5_frame_color "50 50 50"
set hud_group5_frame ".5"
set hud_group5_align_y "center"
set hud_group5_pos_y "-23"
set hud_group5_align_x "center"
set hud_group5_pos_x "0"
set hud_group5_show "1"
set hud_group5_place "crosshair"
set hud_group5_order "45"
set hud_group4_pic_scalemode "0"
set hud_group4_pic_alpha "1.0"
set hud_group4_picture ""
set hud_group4_height "30"
set hud_group4_width "1"
set hud_group4_name "group2"
set hud_group4_item_opacity "0.99"
set hud_group4_frame_color "50 50 50"
set hud_group4_frame ".5"
set hud_group4_align_y "center"
set hud_group4_pos_y "-30"
set hud_group4_align_x "center"
set hud_group4_pos_x "1"
set hud_group4_show "1"
set hud_group4_place "crosshair"
set hud_group4_order "44"
set hud_group3_pic_scalemode "2"
set hud_group3_pic_alpha "0.1"
set hud_group3_picture "weaplist_full"
set hud_group3_height "32"
set hud_group3_width "336"
set hud_group3_name "group2"
set hud_group3_item_opacity "0.99"
set hud_group3_frame_color "0 0 0"
set hud_group3_frame "0"
set hud_group3_align_y "before"
set hud_group3_pos_y "-6"
set hud_group3_align_x "center"
set hud_group3_pos_x "0"
set hud_group3_show "1"
set hud_group3_place "group2"
set hud_group3_order "43"
set hud_group2_pic_scalemode "0"
set hud_group2_pic_alpha "1.0"
set hud_group2_picture ""
set hud_group2_height "2"
set hud_group2_width "325"
set hud_group2_name "group2"
set hud_group2_item_opacity "0.99"
set hud_group2_frame_color "100 100 100"
set hud_group2_frame "0.1"
set hud_group2_align_y "before"
set hud_group2_pos_y "-6"
set hud_group2_align_x "center"
set hud_group2_pos_x "0"
set hud_group2_show "1"
set hud_group2_place "group1"
set hud_group2_order "8"
set hud_group1_pic_scalemode "0"
set hud_group1_pic_alpha "1.0"
set hud_group1_picture ""
set hud_group1_height "26"
set hud_group1_width "2"
set hud_group1_name "group1"
set hud_group1_item_opacity "0.99"
set hud_group1_frame_color "100 100 100"
set hud_group1_frame "0.1"
set hud_group1_align_y "bottom"
set hud_group1_pos_y "-5"
set hud_group1_align_x "center"
set hud_group1_pos_x "0"
set hud_group1_show "1"
set hud_group1_place "screen"
set hud_group1_order "7"
set hud_tracking_scale "1"
set hud_tracking_format "^mTracking:^m %t %n, ^mJUMP^m for next"
set hud_tracking_item_opacity "0.99"
set hud_tracking_frame_color "0 0 0"
set hud_tracking_frame "0"
set hud_tracking_align_y "bottom"
set hud_tracking_pos_y "-100"
set hud_tracking_align_x "center"
set hud_tracking_pos_x "0"
set hud_tracking_show "1"
set hud_tracking_place "top"
set hud_tracking_order "44"
set hud_iarmor_scale "0.84"
set hud_iarmor_style "0"
set hud_iarmor_item_opacity "0.99"
set hud_iarmor_frame_color "0 0 0"
set hud_iarmor_frame "0"
set hud_iarmor_align_y "bottom"
set hud_iarmor_pos_y "0"
set hud_iarmor_align_x "before"
set hud_iarmor_pos_x "0"
set hud_iarmor_show "0"
set hud_iarmor_place "armor"
set hud_iarmor_order "45"
set hud_armor_pent_666 "1"
set hud_armor_digits "3"
set hud_armor_align "right"
set hud_armor_scale "1"
set hud_armor_style "0"
set hud_armor_item_opacity "0.95"
set hud_armor_frame_color "0 0 0"
set hud_armor_frame "0"
set hud_armor_align_y "center"
set hud_armor_pos_y "0"
set hud_armor_align_x "right"
set hud_armor_pos_x "-20"
set hud_armor_show "1"
set hud_armor_place "bar_armor"
set hud_armor_order "44"
set hud_iammo4_scale "0.25"
set hud_iammo4_style "0"
set hud_iammo4_item_opacity "0.99"
set hud_iammo4_frame_color "0 0 0"
set hud_iammo4_frame "0"
set hud_iammo4_align_y "top"
set hud_iammo4_pos_y "1"
set hud_iammo4_align_x "after"
set hud_iammo4_pos_x "1"
set hud_iammo4_show "0"
set hud_iammo4_place "ammo4"
set hud_iammo4_order "55"
set hud_iammo3_scale "0.25"
set hud_iammo3_style "0"
set hud_iammo3_item_opacity "0.99"
set hud_iammo3_frame_color "0 0 0"
set hud_iammo3_frame "0"
set hud_iammo3_align_y "top"
set hud_iammo3_pos_y "1"
set hud_iammo3_align_x "after"
set hud_iammo3_pos_x "1"
set hud_iammo3_show "0"
set hud_iammo3_place "ammo3"
set hud_iammo3_order "53"
set hud_iammo2_scale "0.25"
set hud_iammo2_style "0"
set hud_iammo2_item_opacity "0.99"
set hud_iammo2_frame_color "0 0 0"
set hud_iammo2_frame "0"
set hud_iammo2_align_y "top"
set hud_iammo2_pos_y "1"
set hud_iammo2_align_x "after"
set hud_iammo2_pos_x "1"
set hud_iammo2_show "0"
set hud_iammo2_place "ammo2"
set hud_iammo2_order "53"
set hud_iammo1_scale "0.25"
set hud_iammo1_style "0"
set hud_iammo1_item_opacity "0.99"
set hud_iammo1_frame_color "0 0 0"
set hud_iammo1_frame "0"
set hud_iammo1_align_y "top"
set hud_iammo1_pos_y "1"
set hud_iammo1_align_x "after"
set hud_iammo1_pos_x "1"
set hud_iammo1_show "0"
set hud_iammo1_place "ammo1"
set hud_iammo1_order "55"
set hud_iammo_scale "0.84"
set hud_iammo_style "0"
set hud_iammo_item_opacity "0.99"
set hud_iammo_frame_color "0 0 0"
set hud_iammo_frame "0"
set hud_iammo_align_y "bottom"
set hud_iammo_pos_y "0"
set hud_iammo_align_x "after"
set hud_iammo_pos_x "0"
set hud_iammo_show "0"
set hud_iammo_place "ammo"
set hud_iammo_order "46"
set hud_ammo4_digits "3"
set hud_ammo4_align "center"
set hud_ammo4_scale "0.4"
set hud_ammo4_style "0"
set hud_ammo4_item_opacity "0.5"
set hud_ammo4_frame_color "0 0 0"
set hud_ammo4_frame "0"
set hud_ammo4_align_y "after"
set hud_ammo4_pos_y "2"
set hud_ammo4_align_x "center"
set hud_ammo4_pos_x "0"
set hud_ammo4_show "1"
set hud_ammo4_place "gun8"
set hud_ammo4_order "54"
set hud_ammo3_digits "3"
set hud_ammo3_align "center"
set hud_ammo3_scale "0.4"
set hud_ammo3_style "0"
set hud_ammo3_item_opacity "0.5"
set hud_ammo3_frame_color "0 0 0"
set hud_ammo3_frame "0"
set hud_ammo3_align_y "after"
set hud_ammo3_pos_y "2"
set hud_ammo3_align_x "center"
set hud_ammo3_pos_x "0"
set hud_ammo3_show "1"
set hud_ammo3_place "gun6"
set hud_ammo3_order "52"
set hud_ammo2_digits "3"
set hud_ammo2_align "center"
set hud_ammo2_scale "0.4"
set hud_ammo2_style "0"
set hud_ammo2_item_opacity "0.5"
set hud_ammo2_frame_color "0 0 0"
set hud_ammo2_frame "0"
set hud_ammo2_align_y "after"
set hud_ammo2_pos_y "2"
set hud_ammo2_align_x "center"
set hud_ammo2_pos_x "0"
set hud_ammo2_show "1"
set hud_ammo2_place "gun4"
set hud_ammo2_order "52"
set hud_ammo1_digits "3"
set hud_ammo1_align "center"
set hud_ammo1_scale "0.4"
set hud_ammo1_style "0"
set hud_ammo1_item_opacity "0.5"
set hud_ammo1_frame_color "0 0 0"
set hud_ammo1_frame "0"
set hud_ammo1_align_y "after"
set hud_ammo1_pos_y "2"
set hud_ammo1_align_x "center"
set hud_ammo1_pos_x "0"
set hud_ammo1_show "1"
set hud_ammo1_place "gun2"
set hud_ammo1_order "54"
set hud_ammo_digits "3"
set hud_ammo_align "right"
set hud_ammo_scale "0.9"
set hud_ammo_style "0"
set hud_ammo_item_opacity "0.99"
set hud_ammo_frame_color "0 0 0"
set hud_ammo_frame "0"
set hud_ammo_align_y "bottom"
set hud_ammo_pos_y "0"
set hud_ammo_align_x "after"
set hud_ammo_pos_x "5"
set hud_ammo_show "0"
set hud_ammo_place "health"
set hud_ammo_order "45"
set hud_health_digits "3"
set hud_health_align "left"
set hud_health_scale "1"
set hud_health_style "0"
set hud_health_item_opacity "0.95"
set hud_health_frame_color "0 0 0"
set hud_health_frame "0"
set hud_health_align_y "center"
set hud_health_pos_y "0"
set hud_health_align_x "left"
set hud_health_pos_x "20"
set hud_health_show "1"
set hud_health_place "bar_health"
set hud_health_order "44"
set hud_face_scale "2"
set hud_face_item_opacity "0.99"
set hud_face_frame_color "0 0 0"
set hud_face_frame "0"
set hud_face_align_y "bottom"
set hud_face_pos_y "12"
set hud_face_align_x "before"
set hud_face_pos_x "-10"
set hud_face_show "1"
set hud_face_place "health"
set hud_face_order "45"
set hud_sigil4_scale "2"
set hud_sigil4_style "0"
set hud_sigil4_item_opacity "0.99"
set hud_sigil4_frame_color "0 0 0"
set hud_sigil4_frame "0"
set hud_sigil4_align_y "bottom"
set hud_sigil4_pos_y "0"
set hud_sigil4_align_x "center"
set hud_sigil4_pos_x "17"
set hud_sigil4_show "1"
set hud_sigil4_place "sigil3"
set hud_sigil4_order "44"
set hud_sigil3_scale "2"
set hud_sigil3_style "0"
set hud_sigil3_item_opacity "0.99"
set hud_sigil3_frame_color "0 0 0"
set hud_sigil3_frame "0"
set hud_sigil3_align_y "bottom"
set hud_sigil3_pos_y "0"
set hud_sigil3_align_x "center"
set hud_sigil3_pos_x "17"
set hud_sigil3_show "1"
set hud_sigil3_place "sigil2"
set hud_sigil3_order "43"
set hud_sigil2_scale "2"
set hud_sigil2_style "0"
set hud_sigil2_item_opacity "0.99"
set hud_sigil2_frame_color "0 0 0"
set hud_sigil2_frame "0"
set hud_sigil2_align_y "bottom"
set hud_sigil2_pos_y "0"
set hud_sigil2_align_x "center"
set hud_sigil2_pos_x "17"
set hud_sigil2_show "1"
set hud_sigil2_place "sigil1"
set hud_sigil2_order "42"
set hud_sigil1_scale "2"
set hud_sigil1_style "0"
set hud_sigil1_item_opacity "0.99"
set hud_sigil1_frame_color "0 0 0"
set hud_sigil1_frame "0"
set hud_sigil1_align_y "bottom"
set hud_sigil1_pos_y "-80"
set hud_sigil1_align_x "center"
set hud_sigil1_pos_x "-160"
set hud_sigil1_show "1"
set hud_sigil1_place "screen"
set hud_sigil1_order "41"
set hud_netproblem_scale "1"
set hud_netproblem_item_opacity "0.99"
set hud_netproblem_frame_color "0 0 0"
set hud_netproblem_frame "0"
set hud_netproblem_align_y "top"
set hud_netproblem_pos_y "0"
set hud_netproblem_align_x "left"
set hud_netproblem_pos_x "0"
set hud_netproblem_show "0"
set hud_netproblem_place "top"
set hud_netproblem_order "0"
set hud_quad_scale "2"
set hud_quad_style "0"
set hud_quad_item_opacity "0.99"
set hud_quad_frame_color "0 0 0"
set hud_quad_frame "0"
set hud_quad_align_y "center"
set hud_quad_pos_y "0"
set hud_quad_align_x "right"
set hud_quad_pos_x "0"
set hud_quad_show "1"
set hud_quad_place "screen"
set hud_quad_order "57"
set hud_suit_scale "2"
set hud_suit_style "0"
set hud_suit_item_opacity "0.99"
set hud_suit_frame_color "0 0 0"
set hud_suit_frame "0"
set hud_suit_align_y "after"
set hud_suit_pos_y "0"
set hud_suit_align_x "center"
set hud_suit_pos_x "0"
set hud_suit_show "1"
set hud_suit_place "ring"
set hud_suit_order "59"
set hud_pent_scale "2"
set hud_pent_style "0"
set hud_pent_item_opacity "0.99"
set hud_pent_frame_color "0 0 0"
set hud_pent_frame "0"
set hud_pent_align_y "before"
set hud_pent_pos_y "0"
set hud_pent_align_x "center"
set hud_pent_pos_x "0"
set hud_pent_show "1"
set hud_pent_place "quad"
set hud_pent_order "58"
set hud_ring_scale "2"
set hud_ring_style "0"
set hud_ring_item_opacity "0.99"
set hud_ring_frame_color "0 0 0"
set hud_ring_frame "0"
set hud_ring_align_y "after"
set hud_ring_pos_y "0"
set hud_ring_align_x "center"
set hud_ring_pos_x "0"
set hud_ring_show "1"
set hud_ring_place "quad"
set hud_ring_order "58"
set hud_key2_scale "2"
set hud_key2_style "0"
set hud_key2_item_opacity "0.99"
set hud_key2_frame_color "0 0 0"
set hud_key2_frame "0"
set hud_key2_align_y "bottom"
set hud_key2_pos_y "0"
set hud_key2_align_x "center"
set hud_key2_pos_x "-34"
set hud_key2_show "1"
set hud_key2_place "key1"
set hud_key2_order "43"
set hud_key1_scale "2"
set hud_key1_style "0"
set hud_key1_item_opacity "0.99"
set hud_key1_frame_color "0 0 0"
set hud_key1_frame "0"
set hud_key1_align_y "bottom"
set hud_key1_pos_y "-75"
set hud_key1_align_x "center"
set hud_key1_pos_x "155"
set hud_key1_show "1"
set hud_key1_place "top"
set hud_key1_order "42"
set hud_gun8_scale "2"
set hud_gun8_style "0"
set hud_gun8_wide "0"
set hud_gun8_item_opacity "0.99"
set hud_gun8_frame_color "0 0 0"
set hud_gun8_frame "0"
set hud_gun8_align_y "center"
set hud_gun8_pos_y "0"
set hud_gun8_align_x "after"
set hud_gun8_pos_x "0"
set hud_gun8_show "1"
set hud_gun8_place "gun7"
set hud_gun8_order "53"
set hud_gun7_scale "2"
set hud_gun7_style "0"
set hud_gun7_item_opacity "0.99"
set hud_gun7_frame_color "0 0 0"
set hud_gun7_frame "0"
set hud_gun7_align_y "center"
set hud_gun7_pos_y "0"
set hud_gun7_align_x "after"
set hud_gun7_pos_x "0"
set hud_gun7_show "1"
set hud_gun7_place "gun6"
set hud_gun7_order "52"
set hud_gun6_scale "2"
set hud_gun6_style "0"
set hud_gun6_item_opacity "0.99"
set hud_gun6_frame_color "0 0 0"
set hud_gun6_frame "0"
set hud_gun6_align_y "center"
set hud_gun6_pos_y "0"
set hud_gun6_align_x "after"
set hud_gun6_pos_x "0"
set hud_gun6_show "1"
set hud_gun6_place "gun5"
set hud_gun6_order "51"
set hud_gun5_scale "2"
set hud_gun5_style "0"
set hud_gun5_item_opacity "0.99"
set hud_gun5_frame_color "0 0 0"
set hud_gun5_frame "0"
set hud_gun5_align_y "center"
set hud_gun5_pos_y "0"
set hud_gun5_align_x "center"
set hud_gun5_pos_x "0"
set hud_gun5_show "1"
set hud_gun5_place "group3"
set hud_gun5_order "50"
set hud_gun4_scale "2"
set hud_gun4_style "0"
set hud_gun4_item_opacity "0.99"
set hud_gun4_frame_color "0 0 0"
set hud_gun4_frame "0"
set hud_gun4_align_y "center"
set hud_gun4_pos_y "0"
set hud_gun4_align_x "before"
set hud_gun4_pos_x "0"
set hud_gun4_show "1"
set hud_gun4_place "gun5"
set hud_gun4_order "51"
set hud_gun3_scale "2"
set hud_gun3_style "0"
set hud_gun3_item_opacity "0.99"
set hud_gun3_frame_color "0 0 0"
set hud_gun3_frame "0"
set hud_gun3_align_y "center"
set hud_gun3_pos_y "0"
set hud_gun3_align_x "before"
set hud_gun3_pos_x "0"
set hud_gun3_show "1"
set hud_gun3_place "gun4"
set hud_gun3_order "52"
set hud_gun2_scale "2"
set hud_gun2_style "0"
set hud_gun2_item_opacity "0.99"
set hud_gun2_frame_color "0 0 0"
set hud_gun2_frame "0"
set hud_gun2_align_y "center"
set hud_gun2_pos_y "0"
set hud_gun2_align_x "before"
set hud_gun2_pos_x "0"
set hud_gun2_show "1"
set hud_gun2_place "gun3"
set hud_gun2_order "53"
set hud_gun_scale "0.5"
set hud_gun_style "1"
set hud_gun_wide "0"
set hud_gun_item_opacity "0.99"
set hud_gun_frame_color "0 0 0"
set hud_gun_frame "0"
set hud_gun_align_y "bottom"
set hud_gun_pos_y "-43"
set hud_gun_align_x "center"
set hud_gun_pos_x "center"
set hud_gun_show "0"
set hud_gun_place "screen"
set hud_gun_order "43"
set hud_speed2_orientation "0"
set hud_speed2_wrapspeed "500"
set hud_speed2_radius "50.0"
set hud_speed2_color_insane "229"
set hud_speed2_color_fastest "216"
set hud_speed2_color_fast "72"
set hud_speed2_color_normal "100"
set hud_speed2_color_stopped "52"
set hud_speed2_opacity "1.0"
set hud_speed2_xyz "0"
set hud_speed2_item_opacity "0.99"
set hud_speed2_frame_color "0 0 0"
set hud_speed2_frame "0"
set hud_speed2_align_y "bottom"
set hud_speed2_pos_y "0"
set hud_speed2_align_x "center"
set hud_speed2_pos_x "0"
set hud_speed2_show "0"
set hud_speed2_place "top"
set hud_speed2_order "7"
set hud_speed_style "0"
set hud_speed_text_align "3"
set hud_speed_vertical_text "1"
set hud_speed_vertical "0"
set hud_speed_color_insane "229"
set hud_speed_color_fastest "216"
set hud_speed_color_fast "72"
set hud_speed_color_normal "100"
set hud_speed_color_stopped "52"
set hud_speed_tick_spacing "0.2"
set hud_speed_opacity "1.0"
set hud_speed_height "15"
set hud_speed_width "160"
set hud_speed_xyz "0"
set hud_speed_item_opacity "0"
set hud_speed_frame_color "0 0 0"
set hud_speed_frame "0"
set hud_speed_align_y "center"
set hud_speed_pos_y "0"
set hud_speed_align_x "center"
set hud_speed_pos_x "100"
set hud_speed_show "0"
set hud_speed_place "screen"
set hud_speed_order "7"
set hud_net_period "1"
set hud_net_item_opacity "0.99"
set hud_net_frame_color "0 0 0"
set hud_net_frame "0.2"
set hud_net_align_y "center"
set hud_net_pos_y "0"
set hud_net_align_x "left"
set hud_net_pos_x "0"
set hud_net_show "0"
set hud_net_place "top"
set hud_net_order "7"
set hud_ping_blink "0"
set hud_ping_style "0"
set hud_ping_show_dev "0"
set hud_ping_show_max "0"
set hud_ping_show_min "0"
set hud_ping_show_pl "0"
set hud_ping_period "1"
set hud_ping_item_opacity "0.99"
set hud_ping_frame_color "0 0 0"
set hud_ping_frame "0"
set hud_ping_align_y "top"
set hud_ping_pos_y "5"
set hud_ping_align_x "right"
set hud_ping_pos_x "-5"
set hud_ping_show "0"
set hud_ping_place "screen"
set hud_ping_order "9"
set hud_democlock_blink "0"
set hud_democlock_scale "1"
set hud_democlock_style "0"
set hud_democlock_big "0"
set hud_democlock_item_opacity "0.99"
set hud_democlock_frame_color "0 0 0"
set hud_democlock_frame "0"
set hud_democlock_align_y "middle"
set hud_democlock_pos_y "8"
set hud_democlock_align_x "right"
set hud_democlock_pos_x "0"
set hud_democlock_show "0"
set hud_democlock_place "fps"
set hud_democlock_order "48"
set hud_clock_format "3"
set hud_clock_blink "0"
set hud_clock_scale "0.3"
set hud_clock_style "0"
set hud_clock_big "0"
set hud_clock_item_opacity "0.99"
set hud_clock_frame_color "0 0 0"
set hud_clock_frame "0"
set hud_clock_align_y "console"
set hud_clock_pos_y "-15"
set hud_clock_align_x "right"
set hud_clock_pos_x "-5"
set hud_clock_show "1"
set hud_clock_place "screen"
set hud_clock_order "8"
set hud_mouserate_style "0"
set hud_mouserate_interval "1"
set hud_mouserate_title "1"
set hud_mouserate_item_opacity "0.99"
set hud_mouserate_frame_color "0 0 0"
set hud_mouserate_frame "0"
set hud_mouserate_align_y "bottom"
set hud_mouserate_pos_y "0"
set hud_mouserate_align_x "left"
set hud_mouserate_pos_x "0"
set hud_mouserate_show "0"
set hud_mouserate_place "screen"
set hud_mouserate_order "9"
set hud_vidlag_style "0"
set hud_vidlag_item_opacity "0.99"
set hud_vidlag_frame_color "0 0 0"
set hud_vidlag_frame "0"
set hud_vidlag_align_y "top"
set hud_vidlag_pos_y "0"
set hud_vidlag_align_x "right"
set hud_vidlag_pos_x "0"
set hud_vidlag_show "0"
set hud_vidlag_place "top"
set hud_vidlag_order "9"
set hud_fps_drop "70"
set hud_fps_title "1"
set hud_fps_style "0"
set hud_fps_show_min "0"
set hud_fps_item_opacity "0.99"
set hud_fps_frame_color "0 0 0"
set hud_fps_frame "0"
set hud_fps_align_y "center"
set hud_fps_pos_y "0"
set hud_fps_align_x "before"
set hud_fps_pos_x "-10"
set hud_fps_show "0"
set hud_fps_place "ping"
set hud_fps_order "47"
set hud_notify_time "4"
set hud_notify_scale "1"
set hud_notify_cols "30"
set hud_notify_rows "4"
set hud_notify_item_opacity "0.99"
set hud_notify_frame_color "0 0 0"
set hud_notify_frame "0"
set hud_notify_align_y "top"
set hud_notify_pos_y "0"
set hud_notify_align_x "left"
set hud_notify_pos_x "0"
set hud_notify_show "0"
set hud_notify_place "top"
set hud_notify_order "8"
set hud_gameclock_offset "0"
set hud_gameclock_countdown "1"
set hud_gameclock_blink "0"
set hud_gameclock_scale "1"
set hud_gameclock_style "0"
set hud_gameclock_big "1"
set hud_gameclock_item_opacity "0.95"
set hud_gameclock_frame_color "0 0 0"
set hud_gameclock_frame "0"
set hud_gameclock_align_y "top"
set hud_gameclock_pos_y "10"
set hud_gameclock_align_x "right"
set hud_gameclock_pos_x "0"
set hud_gameclock_show "1"
set hud_gameclock_place "screen"
set hud_gameclock_order "46"
set cl_multiview "0"
set cl_weaponpreselect "1"
set mvd_autohud "0"
set hud_digits_trim "1"
set hud_tp_need "0"
set hud_planmode "0"

// plugins
plug_loaddefault "1"
plug_sbar "1"           //Controls whether plugins are allowed to draw the hud, rather than the engine (when allowed by csqc). This is typically used to permit the ezhud plugin without needing to bother unloading it.
                        //=0: never use hud plugins.
                        //&1: Use hud plugins in deathmatch.
                        //&2: Use hud plugins in singleplayer/coop.
                        //=3: Always use hud plugins (when loaded).

// Server Info
com_protocolname "FTE-Quake"    //The protocol game name used for dpmaster queries. For compatibility with DP, you can set this to 'DarkPlaces-Quake' in order to be listed in DP's master server, and to list DP servers.

// Filesystem
fs_cache "1"
cfg_reload_on_gamedir "1"

// Miscilaneous vars
r_tracker_frags "2"     //0: like vanilla quake
                        //1: shows only your kills/deaths
                        //2: shows all kills
                        //
temp_mod_lit2support "0"        //Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.
sv_loadentfiles_dir ""
sv_loadentfiles "0"
com_parseezquake "0"    //Treat chevron chars from configs as a per-character flag. You should use this only for compat with nquake's configs.
worker_sleeptime "0"    //Causes workers to sleep for a period of time after each job.
worker_flush "1"        //If set, process the entire load queue, loading stuff faster but at the risk of stalling the main thread.
worker_count ""         //Specifies the number of worker threads to utilise.

// master servers
net_q3master4 ""
net_q3master3 ""
net_q3master2 ""
net_q3master1 ""
net_q2master4 ""
net_q2master3 ""
net_q2master2 ""
net_q2master1 ""
net_master8 ""
net_master7 ""
net_master6 ""
net_master5 ""
net_master4 ""
net_master3 ""
net_master2 ""
net_master1 ""
net_qwmaster8 ""
net_qwmaster7 ""
net_qwmaster6 ""
net_qwmaster5 ""
net_qwmaster4 ""
net_qwmaster3 ""
net_qwmaster2 ""
net_qwmaster1 ""

// TLS
set tls_ignorecertificateerrors "0"

// networking
sv_port_natpmp ""       //If set (typically to 5351), automatically configures your router's port forwarding. You can instead specify the full ip address of your router (192.168.1.1:5351 for example). Your router must have NAT-PMP supported and enabled.
sv_port "27500"
sv_port_ipv6 ""         //Port to use for incoming ipv6 udp connections. Due to hybrid sockets this might not be needed. You can specify an ipv4 address:port for a second ipv4 port if you want.
sv_port_tcp6 ""
sv_port_tcp ""
net_compress "0"        //Enables huffman compression of network packets.
net_mtu "1440"          //Specifies a maximum udp payload size, above which packets will be fragmented. If routers all worked properly this could be some massive value, and some massive value may work really nicely for lans. Use smaller values than the default if you're connecting through nested tunnels through routers that fail with IP fragmentation.
showdrop "0"
showpackets "0"
net_upnpigp "0"         //If set, enables the use of the upnp-igd protocol to punch holes in your local NAT box.
net_fakeloss "0"        //Simulates packetloss in both receiving and sending, on a scale from 0 to 1.
net_hybriddualstack "1" //Uses hybrid ipv4+ipv6 sockets where possible. Not supported on xp or below.
net_enabled "1"         //If 0, disables all network access, including name resolution and socket creation. Does not affect loopback/internal connections.

// Secondary view vars
v5_yaw "0"
v5_scaley "0.25"
v5_scalex "0.25"
v5_y "0"
v5_x "0.75"
v5_enabled "0"
v4_yaw "270"
v4_scaley "0.25"
v4_scalex "0.25"
v4_y "0"
v4_x "0.5"
v4_enabled "0"
v3_yaw "90"
v3_scaley "0.25"
v3_scalex "0.25"
v3_y "0"
v3_x "0.25"
v3_enabled "0"
v2_yaw "180"
v2_scaley "0.25"
v2_scalex "0.25"
v2_y "0"
v2_x "0"
v2_enabled "2"

// View variables
itburnsitburnsmakeitstop "0"    //Ouch
chase_up "24"
chase_back "48"
chase_active "0"
brightness "0.0"        //Brightness is how much 'white' to add to each and every pixel on the screen.
contrast "1.0"          //Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.
gamma "1"               //Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.
r_projection "0"        //0: regular perspective.
                        //1: stereographic (aka: pannini).
                        //2: fisheye.
                        //3: panoramic.
                        //4: lambert azimuthal equal-area.
ffov "0"                //Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy.
scr_autoid_enemycolour "15"     //The colour for the text on the nametags of non-team members.
scr_autoid_teamcolour "9"       //The colour for the text on the nametags of team members.
scr_autoid_weapon "0"   //Display the player's best weapon as part of their nametag (when known).
scr_autoid_armor "1"    //Display armour as part of nametags (when known).
scr_autoid_health "1"   //Display health as part of nametags (when known).
scr_autoid_team "1"     //Display nametags above team members. 0: off. 1: display with half-alpha if occluded. 2: hide when occluded.
scr_autoid "5"          //Display nametags above all players while spectating.
v_deathtilt "1"
v_kickpitch "0"
v_kickroll "0"
v_kicktime "0"
cl_bobup "0"
cl_bobcycle "0"
cl_bob "0"
cl_rollangle "0"
cl_rollspeed "200"
seta gl_polyblend "1"
gl_cshiftpercent "100"
cl_crossy "0"
cl_crossx "0"
crosshairalpha "0.6"
crosshairimage "7"
crosshaircorrect "0"
crosshairsize "6"
crosshair "1"
crosshaircolor "255 0 0 "
v_viewheight "0"
v_bonusflash "0"
v_gunkick_q2 "1"
v_gunkick "0"
v_pentcshift "0.1"
v_ringcshift "0.15"
v_suitcshift "0.2"
v_quadcshift "0.5"
v_damagecshift "0"
v_contentblend "0"
v_ipitch_level "0.3"
v_iroll_level "0.1"
v_iyaw_level "0.3"
v_ipitch_cycle "1"
v_iroll_cycle "0.5"
v_iyaw_cycle "2"
v_idlescale "0"
v_centerspeed "500"
v_centermove "0.15"

// client operation options
qtvcl_eztvextensions "0"
qtvcl_forceversion1 "0"
ruleset_allow_fbmodels "1"
ruleset_allow_shaders "1"
ruleset_allow_localvolume "1"
ruleset_allow_sensitive_texture_replacements "1"
ruleset_allow_modified_eyes "0"
ruleset_allow_larger_models "1"
ruleset_allow_overlong_sounds "1"
ruleset_allow_particle_lightning "1"
ruleset_allow_packet "1"
ruleset_allow_semicheats "1"
ruleset_allow_frj "1"
ruleset_allow_playercount "1"
cl_gunanglez "0"
cl_gunangley "0"
cl_gunanglex "0"
cl_gunz "0"
cl_guny "0"
cl_gunx "0"
cl_dlemptyterminate "1"
cl_download_mapsrc ""   //Specifies an http location prefix for map downloads. EG: "http://bigfoot.morphos-team.net/misc/quakemaps/"
cl_threadedphysics "0"
cl_countpendingpl "0"   //If set to 1, packet loss percentages will show packets still in transit as lost, even if they might still be received.
cl_loopbackprotocol "qw"        //Which protocol to use for single-player/the internal client. Should be one of: qw, qwid, nqid, nq, fitz, dp6, dp7. If empty, will use qw protocols for qw mods, and nq protocols for nq mods.
cl_splitscreen "0"      //Enables splitscreen support. See also: allow_splitscreen, in_rawinput*, the "p" command.
cl_pext_mask "0xffffffff"
cl_nopext "0"
cl_parsewhitetext "1"   //When parsing chat messages, enable support for messages like: red{white}red
cl_standardmsg "0"      //Disables auto colour coding in console prints.
msg_filter_frags "1"    //Prevents frag messages from appearing on the console.
msg_filter "0"          //Filter out chat messages: 0=neither. 1=broadcast chat. 2=team chat. 3=all chat.
cl_standardchat "0"     //Disables auto colour coding in chat messages.
requiredownloads "1"    //0=join the game before downloads have even finished (might be laggy). 1=wait for all downloads to complete before joining.
cl_teamchatsound "misc/talk.wav"
cl_enemychatsound "misc/talk.wav"
cl_chatsound "1"
cl_nofake "2"           //value 0: permits \r chars in chat messages
                        //value 1: blocks all \r chars
                        //value 2: allows \r chars, but only from teammates
record_flush "0"        //If set, explicitly flushes demo data to disk while recording. This may be inefficient, depending on how your operating system is configured.
seta cl_demoreel "0"    //When enabled, the engine will begin playing a demo loop on startup.
w_switch "2"
b_switch "2"
noaim ""
msg "1"                 //Filter console prints/messages. Only functions on QuakeWorld servers. 0=pickup messages. 1=death messages. 2=critical messages. 3=chat.
drate "100000"          //A rough measure of the bandwidth to try to use while downloading.
rate "30000"            //A rough measure of the bandwidth to try to use while playing. Too high a value may result in 'buffer bloat'.
bottomcolor "4"
topcolor "4"
team "coop"
model ""
skin ""
spectator "0"
password ""
name "mushi"
cl_download_packages "1"        //0=Do not download packages simply because the server is using them. 1=Download and load packages as needed (does not affect games which do not use this package). 2=Do download and install permanently (use with caution!)
cl_download_redirection "2"     //Follow download redirection to download packages instead of individual files. 2 allows redirection only to named packages files. Also allows the server to send nearly arbitary download commands.
cl_download_csprogs "1" //Download updated client gamecode if available. Warning: If you clear this to avoid downloading vm code, you should also clear cl_download_packages.
cl_downloads "1"        //Allows you to block all automatic downloads.
cl_muzzleflash "0"
cl_lerp_players "1"     //Set this to make other players smoother, though it may increase effective latency. Affects only QuakeWorld.
rcon_address ""
rcon_password ""
cl_timeout "600"
cl_serveraddress "212.13.203.167:27502" //The address of the last server you connected to
cl_servername "212.13.203.167:27502"    //The hostname of the last server you connected to
cl_defaultport "27500"  //The default port to connect to servers.
                        //QW: 27500, NQ: 26000, Q2: 27910.
cl_sendguid "0"         //Send a randomly generated 'globally unique' id to servers, which can be used by servers for score rankings and stuff. Different servers will see different guids. Delete the 'qkey' file in order to appear as a different user.
                        //If set to 2, all servers will see the same guid. Be warned that this can show other people the guid that you're using.
cl_proxyaddr ""
cfg_save_name "fte"     //This is the config name that is saved by default when no argument is specified.
developer "0"
host_speeds "0"
cfg_save_auto "0"       //If 1, the config will automatically be saved and without prompts. If 0, you'll have to save your config manually (possibly via prompts from the quit menu).
cfg_save_all ""         //If 1, cfg_save ALWAYS saves all cvars. If 0, cfg_save only ever saves archived cvars. If empty, cfg_save saves all cvars only when an explicit filename was given (ie: when not used internally via quit menu options).

// Darkplaces compatibility
dpcompat_stats "0"
dpcompat_corruptglobals "0"
dpcompat_set "0"

// Console
cl_aliasoverlap "1"
ruleset_allow_in "1"

// Teamplay
noskins "2"
baseskin ""
tp_disputablemacros "1"

// System vars
sys_disableTaskSwitch "0"
sys_disableWinKeys "0"

// Console logging
log_timestamps "1"
log_dosformat "1"
log_rotate_files "0"
log_rotate_size "131072"
log_developer "0"
log_readable "7"        //Bitfield describing what to convert/strip. If 0, exact byte representation will be used.
                        //&1: Dequakify text.
                        //&2: Strip special markup.
                        //&4: Strip ansi control codes.
log_dir "qw/matchinfo/logs"
log_name_rcon "rcon"
log_enable_rcon "1"
log_name_players "players"
log_enable_players "0"
log_name ""
log_enable "0"

// Console controls
cl_noblink "0"          //Disable the ^^b text blinking feature.
con_ocranaleds "2"
con_textsize "10"       //Resize the console text to be a different height, scaled separately from the hud. The value is the height in (virtual) pixels.
con_timeformat "(%H:%M:%S) "
con_timestamps "0"
con_separatechat "0"
con_notifytime_chat "8"
con_numnotifylines_chat "8"
con_maxlines "1024"
cl_chatmode "2"         //0(nq) - everything is assumed to be a console command. prefix with 'say', or just use a messagemode bind
                        //1(q3) - everything is assumed to be chat, unless its prefixed with a /
                        //2(qw) - anything explicitly recognised as a command will be used as a command, anything unrecognised will be a chat message.
                        /// prefix is supported in all cases.
                        //ctrl held when pressing enter always makes any implicit chat into team chat instead.
con_displaypossibilities "1"
con_notifylines "5"
con_notify_w "1"
con_notify_y "0"
con_notify_x "0"
con_notifytime "4"
con_centernotify "0"
