set samelevel 0 "when 1, always play the same level over and over again"
set g_grab 0 "enables grabbing certain objects"
+set g_grab_range 150 "distance at which objects can be grabbed"
set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1
set g_sandbox_editor_maxobjects 1000 "maximum number of objects that may exist at a time"
set g_sandbox_editor_free 1 "0 = players can only copy or edit their own objects, 1 = players can copy but not edit other objects, 2 = players can copy and edit all object"
set g_sandbox_editor_distance_spawn 200 "distance at which objects spawn in front of the player"
-set g_sandbox_editor_distance_edit 350 "distance at which players can edit or remove objects they are looking at"
+set g_sandbox_editor_distance_edit 300 "distance at which players can edit or remove objects they are looking at"
set g_sandbox_object_scale_min 0.1 "minimum scale that objects can be set to"
set g_sandbox_object_scale_max 2 "maximum scale that objects can be set to"
set g_sandbox_object_material_velocity_min 100 "velocity objects must have while colliding for material effects to be applied"
float drag;
makevectors(self.v_angle);
- WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_edit, MOVE_NORMAL, self);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_grab_range, MOVE_NORMAL, self);
switch(trace_ent.grab)
{
case 0: // can't grab