set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins"
set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
-seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the following four cvars"
+seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage_threshold*"
seta g_mirrordamage 0.700000 "for teamplay 4: mirror damage factor"
seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it"
seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor"
set g_footsteps 1 "serverside footstep sounds"
-set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)"
-
set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"
set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
vector globalToBox(vector v, vector shift, vector scale);
vector globalToBoxSize(vector v, vector scale);
-float draw_NeedResizeNotify;
-
float draw_TextWidth_WithColors(string s, vector size);
float draw_TextWidth_WithoutColors(string s, vector size);
self.spider_slowness = 0;
- self.statdraintime = time + 5;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
if(self.killcount == -666) {
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
-.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
.float crouch; // Crouching or not?
.float strength_finished;
float servertime, serverprevtime, serverframetime;
-.entity soundentity;
-
.float ammo_fuel;
.vector prevorigin;