// This autoexec.cfg sample contains ALL "small mod compilation" cvars with the default settings !
// Put it into your ROGUE folder and change them according to your personal taste/liking.
// Read the included main  Readme.txt  to learn more about the features.


"cl_itembobheight" "0"		//  Needed to set to "0" to prevent visual issues of item particle effects (this is a DarkPlaces cvar)


// monster, corpse & gib related things
set zombieflies 2			//  "0"= disabled   "1"= black   "2"= light brown      (black flies are much harder to see !)
set zombiecrucifiedflies 2	//  "0"= disabled   "1"= black   "2"= light brown
set gibflies 1			//  "0"= disabled   "1"= black   "2"= light brown
set corpseflies 1			//  "0"= disabled   "1"= black   "2"= light brown
set corpsekillexplosives 0	//  "0"= corpses are killable/gibbable with all weapons    "1"= corpses are only killable/gibbable with explosive weapons (grenade/rocket launcher)
set monsterlavaslime 1		//  "0"= disabled   "1"= monsters (living or dead) will get a particle effect when they are in lava/slime  "2"= monsters (living or dead) will get a particle effect + damage when they are in lava/slime   
set wallzombie 2			//  "0"= not shootable  "1"= shootable (gibbable only with explosives)  "2"= shootable (gibbable with any weapon)
set gibsmultiplier 1		//  "0"= no gibs (only 1 head gib)  "1" = original Quake gib quantity   "2" = double gib quantity   "3" = triple gib quantity  (and so on. There is no limit (only your PC power)) 
set gibsduration 10		//  "0"= gibs stay FOREVER  "10" = original Quake duration time  (gibs stay approx. 10 seconds)  "20" = gibs stay 20 seconds + random    ...You can use any value you like !
set gibsexplode 1			//  "0"= gibs only fade away (become smaller and transparent)   "1" = gibs fade away and leave a blood splat behind them
set kickgibs 1			//  "0"= disables kickable gibs+ heads   "1" = enables kickable gibs+ heads


// multiskin & multimodel related things
set soldiermuzzleflash 1 	// "0"= disabled  "1"= for ID1 model   "2"= for Moo´s/OoPpEe´s model   "3"= multi (depending on "soldiermultiskin" setting)
set shamblertype 0		// "0"= magic attack pos. for ID1 model  "1"= magic attack pos. for Andrew Joll model  "2"= magic attack pos. for FredrikH model  "3"= multi (depending on "shamblermultiskin" setting: ID1 or Andrew Joll)

set demonmultiskin 0		// "0"= standard Quake  "1"= use 2 skins for first model  "2"= use 2 models (with 1 skin for each)  "3"= use 2 skins for first model and 1 skin for second model   "4"= use 2 models (with 2 skins for each)  
set dogmultiskin 0		//  same as above
set enforcermultiskin 0		//  same as above
set fishmultiskin 0		//  same as above
set shalrathmultiskin 0		//  same as above
set shamblermultiskin 0		//  same as above
set soldiermultiskin 0		//  same as above
set wizardmultiskin 0		//  same as above
set zombiemultiskin 0		//  same as above
set mummymultiskin 0		//  same as above
set overlordmultiskin 0		//  same as above
set wrathmultiskin 0		//  same as above
set hknightmultiskin 1		//  ATTENTION  "0"= standard Quake  "1"= use 1 Id1 model skin AND external model  "2"= use 1 Id1 model skin AND 2 external model skins  (NOTE: HellKnight STATUE uses a different skin and is NOT affected by this cvar)
set knightmultiskin 1		//  ATTENTION  "0"= standard Quake  "1"= use 1 Id1 model skin AND external model  "2"= use 1 Id1 model skin AND 2 external model skins  (NOTE: Knight STATUE uses a different skin and is NOT affected by this cvar)
set ogremultiskin 1		//  ATTENTION  "0"= standard Quake  "1"= use 1 Id1 model skin AND external model  "2"= use 1 Id1 model skin AND 2 external model skins  (NOTE: Ogre boss uses a different skin and is NOT affected by this cvar)


// Gyro related things
set gyroset 1			// "0"= off   "1"= only corpse+gibs use gyro  "2"= corpse+gibs+monsters use gyro
set corpsehealth 50		// "0" = disabled (corpses cannot be gibbed anymore !! = like in original Quake)   "1" = corpses have 1 health point  "2" = corpses have 2 health points   "50" = corpses have 50 health points  ...go as high as you want
set corpsemass 1500		//  specify your corpsemass here
set gibmass 800			//  specify your gibmass here
set demonmass 2600		//  specify the individual living monster mass here
set dogmass 1000			//  specify the individual living monster mass here
set enforcermass 2100		//  specify the individual living monster mass here
set fishmass 950			//  specify the individual living monster mass here
set hknightmass 2500		//  specify the individual living monster mass here
set knightmass 2000		//  specify the individual living monster mass here
set ogremass 2600			//  specify the individual living monster mass here
set shalrathmass 2200		//  specify the individual living monster mass here
set shamblermass 3700		//  specify the individual living monster mass here
set soldiermass 1500		//  specify the individual living monster mass here
set tarbabymass 2500		//  specify the individual living monster mass here
set wizardmass 1500		//  specify the individual living monster mass here
set zombiemass 1600		//  specify the individual living monster mass here
set eelmass 950			//  specify the individual living monster mass here
set swordmass 2000		//  specify the individual living monster mass here
set guardianmass 2600		//  specify the individual living monster mass here
set mummymass 2600		//  specify the individual living monster mass here
set overlordmass 1800		//  specify the individual living monster mass here
set wrathmass 1500		//  specify the individual living monster mass here


set backpack 0			//  "0"= backpacks are NOT shootable, floatable in water    "1"= backpacks use gyro and can float on water
set backpackmass 1500		//  specify your backpack mass here


// weapon related things
set lavagunanimation 1		//  "0"= disabled    "1"= enable lava guns texture animation (when shooting)  
set plasmagunanimation 1	//  "0"= disabled    "1"= enable plasma gun texture animation  (when shooting)  
set weaponautoswitch 1		//  This only affects Single Player !!  "0"= never autoswitch to the picked up weapon  "1"= standard Quake  "2"= only autoswitch to the picked up weapon if its better (order= like deathmatch)  "3"= only autoswitch to the picked up weapon if its new   
set invisibleweapons 1		//  "0"= standard Quake (= no visable weapon during invisibility)    "1"= Visable weapons during invisibility 
set shootablebuttonsandsecrets 1	// "0"= original ID1 behaviour   "1"= they dont bleed anymore when shot
set pushback 0			//  "0"= disabled   "1"= enable weapon pushbacks/recoil
set pushbackshot1 60		//  adjust your weapons pushback/recoil force here
set pushbackshot2 75		//  adjust your weapons pushback/recoil force here
set pushbacknail1 20		//  adjust your weapons pushback/recoil force here
set pushbacknail2 30		//  adjust your weapons pushback/recoil force here
set pushbackgrenade 70		//  adjust your weapons pushback/recoil force here
set pushbackrocket 90		//  adjust your weapons pushback/recoil force here
set pushbacklight 15		//  adjust your weapons pushback/recoil force here
set pushbacklavanail2 30	//  adjust your weapons pushback/recoil force here
set pushbacklavanail1 20	//  adjust your weapons pushback/recoil force here
set pushbackmultigrenade 75	//  adjust your weapons pushback/recoil force here
set pushbackmultirocket 110	//  adjust your weapons pushback/recoil force here
set pushbackplasma 80		//  adjust your weapons pushback/recoil force here


// particle effects and model effects related things
set particlecandle 1		//  "0"= original polygon candle flame     "1"= particle candle flame     
set explosiondebris 0		//  "0"= DONT spawn explosion debris on monsters/players    "1"= spawn explosion debris on monsters/players too
set fleshsplat 0			//  "0"= disabled   "1"= spawns chunks of meat and blood when shooting at enemies (= extra gore)
set debris 1			//  "0"= disable spawning of debris chunks when exploding boxes detonate  "1"= enable spawning debris chunks when exploding boxes detonate
set kickdebris 0			//  "0"= disable kickable debris chunks from exploding boxes   "1"= enable kickable debris chunks from exploding boxes 
set backpackspin 1		//  "0"= backpacks do not spin    "1"= backpacks do spin (original Quake behaviour) 
set watersplash 1			//  "0"= disable particle watersplashes   "1"= enable particle watersplashes
set muzzleflash 1			//  "0"= disable particle muzzleflashes   "1"= enable particle muzzleflashes
set flamestyle 2			//  "0" = original polygon flames  "1" = improved sprite flames  "2" = particle flames


// new death animations related things
set souldamage 0			//  "0"= player cannot receive damage from Relieved souls of the enslaved animation   "1"= player CAN receive damage from Relieved souls of the enslaved animation
set soulattack 2			//  "0"= always spawn animation WITHOUT winged demon attacking the player   "1"= always spawn animation WITH winged demon attacking the player   "2"= play random animation WITH or WITHOUT attack
set vengeancedamage 0		//  "0"= player cannot receive damage from Vengeance of the deceased animation   "1"= player CAN receive damage from Vengeance of the deceased animation
set demon 7				//  "0"= disabled (no death animation effect)  "1"= use ancient ghost effect(chance: 100%)  "2"= use relieved soul effect(chance: 100%)  "3"= use vengeance effect(chance: 100%)  "4"= random effect(chance: 33% / 33% / 33%)  ...Other values see Main readme
set dog 8				//  same as above
set enforcer 8			//  same as above
set hknight 7			//  same as above
set hknightstatue 1		//  same as above		NEW
set knight 8			//  same as above
set knightstatue 1		//  same as above		NEW
set ogre 7				//  same as above
set shalrath 6			//  same as above
set shambler 3			//  same as above
set soldier 8			//  same as above
set wizard 7			//  same as above
set zombie 1			//  "0"= disabled (no death animation effect)  "1"= use ancient ghost effect(chance: 100%)
set mummy 1				//  "0"= disabled (no death animation effect)  "1"= use ancient ghost effect(chance: 100%)


// other things
set powerupcountdown 0		//  "0"= disabled   "1"= starts a countdown counter on-screen when powerups are taken    	
set ogreaim 0			//  "0"= disabled   "1"= ogre grenades take z-axis in account (= improved AI)
set zombieaim 0			//  "0"= disabled   "1"= zombie flesh chunks take z-axis in account (= improved AI)

