sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges
set ekg 0 "Throw huge amounts of gibs"
+seta sv_shownames 1 "enable sending name tag information to clients (WARNING: possible bandwidth hog until we have CSQC players)"
seta sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player"
+seta sv_shownames_delay 0.2 "delay between shownames updates"
cl_movement 1
cl_movement_track_canjump 0
float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
+float autocvar_sv_shownames;
float autocvar_sv_shownames_cull_distance;
+float autocvar_sv_shownames_delay;
PlayerStats_AddPlayer(self);
- self.shownames = spawn();
- self.shownames.owner = self;
- self.shownames.think = shownames_think;
- self.shownames.nextthink = time;
- self.shownames.customizeentityforclient = shownames_customize;
- Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
+ if(autocvar_sv_shownames)
+ {
+ self.shownames = spawn();
+ self.shownames.owner = self;
+ self.shownames.think = shownames_think;
+ self.shownames.nextthink = time;
+ self.shownames.customizeentityforclient = shownames_customize;
+ Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
+ }
}
/*
self.armorvalue = max(0, floor(self.owner.armorvalue));
self.SendFlags |= 4;
}
- self.nextthink = time;
+ self.nextthink = time + autocvar_sv_shownames_delay;
}
float shownames_customize()