File: servinit.cfg

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// This file controls server side variables which control the operation of the server.
// To change a setting, remove the "// " in front of it and change the value.
//
// serverpass "p4ssw0rd" // server password required to successfully connect
// adminpass "4dm1np4ss" // server password for administrators (/setmaster password)
//
// addban ip.address // adds to the ban list
// addallow ip.address // adds to the allow list
// addmute ip.address // adds to the chat mute list
// addlimit ip.address // adds to the limited list (can't change teams, etc)
//
if (= $rehashing 0) [
    // servertype 3 // type of server, 1 = private (does not register with masterserver), 2 = public, 3 = dedicated
    // serveruprate 0 // maximum upload speed; cmdline: -suN
    // serverip "127.0.0.1" // host which server binds to; cmdline: -siN
    // servermaster "lifremont.mncs.info" // host server tries to use as master by default; cmdline: -smS
    // serverport 28801 // port which server binds to (you must open this port [UDP] and this plus one, default 28801 and 28802); cmdline: -spN
    // servermasterport 28800 // master server port which server *connects* to; cmdline: -saN
    //
    // You can use these if you'd like to setup IRC relaying too
    //
    // ircfilter 1 // defines the way the colour-to-irc filter works; 0 = off, 1 = convert, 2 = strip
    //
    // ircaddrelay name server.irc.net 6667 nickname
    // ircbind name 127.0.0.1 // use this only if you need to bind to a specific address, eg. multihomed machines
    // ircpass name password // some networks can use the PASS field to identify to nickserv
    //
    // ircaddchan name "#channel"
    // ircrelaychan name "#channel" -1 // don't relay, just idle there
    // ircfriendlychan name "#channel" CHAN // set a friendly name for the relay on this channel
    //
    // ircaddchan name "#lobby"
    // ircrelaychan name "#lobby" 3 // relay everything but verbose messages
    // ircfriendlychan name "#lobby" IRC // another friendly name for the relay on this channel
    //
    // ircconnect name // and tell it to connect!
    //
    // THESE SETTINGS ARE FOR RUNNING A MASTER SERVER ONLY, DON'T USE THEM ON NORMAL SERVERS
    //
    // masterserver 0 // determines if the builtin master server is enabled or not; cmdline: -msN
    // masterip "127.0.0.1" // host which master server binds to; cmdline: -miN
    // masterport 28800 // port which master server binds to; cmdline: -mpN
    //
]
// addauth handle [a/m/u] publickey // adds a user to /auth list for the master server, keys may be generated with regenkey
//
//
// These are server side variables which influence gameplay (which must be prefixed with 'sv_')
// Vars set here acts as defaults which are applied on start, and whenever 'resetvarsonend' tells it to
//
// sv_serverclients 16 // maximum number of allowed clients
// sv_serverdesc "My server" // server description
// sv_servermotd "Welcome to my server!" // server message of the day
// sv_serveropen 3 // determines server openness for public use; 0 = allow "setpriv 1" and locked/private, 1 = allow "setpriv 1" but no privileged mode, no locked/private, 2 = allow "setpriv 1" but disallows private privileged mode (for public coop-editing), 3 = privilege only by moderator or above
// sv_autoadmin 0 // determines if authorities claim status by default
// sv_airefreshdelay 1000 // delay imposed before the AI manager reorganises their setup
// sv_modelockfilter 188 // determines the modes which are allowed to be used as dictated by modelock, convenient to set using a sum of $modebit* vars (available: editing, deathmatch, capture, defend, bomber, trial), example: (+ $modebitediting $modebitdeathmatch)
// sv_mutslockfilter 126975 // determines the mutators which are allowed to be used as dictated by modelock, convenient to set using a sum of $mutsbit* vars (available: multi, team, coop, instagib, medieval, kaboom, duel, survivor, classic, onslaught, jetpack, vampire, expert, resize, gsp1 = first mode variation {ctf-return, dtf-quick, bomber-hold}, gsp2 = second mode variation {ctf-defend, dtf-conquer}, gsp3 = third mode variation {ctf-protect, dtf-king-of-the-hill}), example: (+ $mutsbitmulti $mutsbitteam)
// sv_modelock 4 // determines at which privilege level modes are locked, according to modelocktype; 0 = off, 1 = helper, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = creator, 8 = nobody
// sv_mapslock 4 // determines at which privilege level maps are locked, accordigng to mapslocktype; 0 = off, 1 = helper, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = creator, 8 = nobody
// sv_varslock 4 // determines if vars are locked; 0 = off, 1 = helper, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = creator, 8 = nobody
// sv_votelock 4 // determines at which privilege level votes are locked, accordigng to votelocktype; 0 = off, 1-6 = supporter/helper/moderator/operator/admin/creator can select recently played maps, 7-13 = support/helper/moderator/operator/admin/creator only can vote, 14 = no voting
// sv_votewait 2500 // time in milliseconds before a player may cast another vote (to avoid flooding)
// sv_votestyle 2 // determines how mid-match votes are handled; 0 = votes don't pass mid-match, 1 = passes if votethreshold is met, 2 = passes if unanimous
// sv_voteinterm 2 // 0 = must wait entire time, 1 = passes if votethreshold is met, 2 = passes if unanimous
// sv_resetmmonend 2 // determines when privilege mode changes are reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_resetallowsonend 1 // determines when the allow list is reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_resetbansonend 1 // determines when the ban list is reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_resetmutesonend 1 // determines when the mute list is reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_resetlimitsonend 1 // determines when the limit list is reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_resetvarsonend 1 // determines when these game variables are reset; 0 = off, 1 = just when empty, 2 = when matches end
// sv_demolock 4 // determines who may record demos; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_democount 5 // determines the maximum amount of demo files that may be saved simultaneously on the server (deletes old demos if exceeded)
// sv_demomaxsize 16 // determines the maximum size of individual demo files that may be saved on the server
// sv_demoautorec 1 // determines if demos are automatically recorded each match
// sv_speclock 3 // determines who may force players to spectate; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_kicklock 3 // determines who may kick players; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_allowlock 4 // determines who may allow players; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_banlock 4 // determines who may ban players; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_mutelock 3 // determines who may mute players; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_limitlock 3 // determines who may limit players; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_vetolock 4 // determines who may force match votes; 0 = helper, 1 = supporter, 2 = moderator, 3 = operator, 4 = administrator, 5 = developer, 6 = creator, 7 = nobody
// sv_floodlock 4 // enables flood protection for everyone below a specific privilege level; 0 = disable flood protection, 1 = helper, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = creator, 8 = everyone
// sv_floodmute 3 // automatically mute player when warned this many times
// sv_floodtime 10000 // time span to check for floody messages
// sv_floodlines 5 // number of lines in floodtime span before too many
// sv_gamespeedlock 5 // determines if gamespeed is locked (also limited by varslock); 0 = off, 1 = helper, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = creator, 8 = nobody
// sv_gamespeed 100 // override gameplay speed
// sv_gamepaused 0 // pauses the game, automatically unset by server
// sv_defaultmap "" // default map, "" = random
// sv_defaultmode 2 // default game mode; 1 = editing, 2 = deathmatch, 3 = ctf, 4 = dtf, 5 = bomber, 6 = trial
// sv_defaultmuts 0 // default mutators, convenient to set using a sum of $mutsbit* vars (available: multi, team, coop, instagib, medieval, ballistic, duel, survivor, arena, onslaught, jetpack, vampire, expert, resize, gsp1 = first mode variation {ctf-return, dtf-quick, bomber-hold}, gsp2 = second mode variation {ctf-defend, dtf-conquer}, gsp3 = third mode variation {ctf-protect, dtf-king-of-the-hill}
// sv_rotatemode 1 // determines if modes rotate when the server selects the next map
// sv_rotatemuts 3 // determines if mutators rotate when the server selects the next map (more than 1 decreases chances)
// sv_rotatemodefilter 60 // determines the modes which can be selected when the server selects the next map, convenient to set using a sum of $modebit* vars (available: editing, deathmatch, capture, defend, bomber, trial), example: (+ $modebitediting $modebitdeathmatch)
// sv_rotatemutsfilter 126399 // determines the mutators which can be selected when the server selects the next map, convenient to set using a sum of $mutsbit* vars (available: multi, team, coop, instagib, medieval, kaboom, duel, survivor, classic, onslaught, jetpack, vampire, expert, resize, gsp1 = first mode variation {ctf-return, dtf-quick, bomber-hold}, gsp2 = second mode variation {ctf-defend, dtf-conquer}, gsp3 = third mode variation {ctf-protect, dtf-king-of-the-hill}, example: (+ $mutsbitmulti $mutsbitteam)
// sv_allowmaps "ares bath battlefield biolytic bloodlust canals cargo center colony conflict cutec cyanide darkness deadsimple deathtrap deli depot dropzone dutility echo erosion error forge foundation fourplex futuresport ghost hawk hinder institute keystone2k linear livefire longestyard mist neodrive nova oneiroi panic processing pumpstation purge spacetech starlibido stone suspended testchamber tower tranquility tribal ubik vault venus warp wet" // determines which maps are allowed to be chosen without elevated privileges
// sv_mainmaps "ares bath battlefield biolytic bloodlust canals cargo center colony conflict cutec darkness deadsimple deathtrap deli depot dropzone dutility echo erosion error foundation fourplex futuresport ghost institute keystone2k linear livefire longestyard mist nova oneiroi panic processing pumpstation spacetech starlibido stone suspended tower tribal ubik vault venus warp wet" // deathmatch maps
// sv_capturemaps "ares bath battlefield biolytic canals cargo center colony conflict cutec darkness deadsimple deli depot dropzone dutility echo erosion foundation fourplex futuresport ghost institute keystone2k linear mist nova panic pumpstation stone suspended tribal vault venus warp wet" // capture-the-flag maps
// sv_defendmaps "ares bath battlefield biolytic canals cargo center colony conflict cutec darkness deadsimple deli depot dropzone dutility echo erosion foundation fourplex futuresport ghost institute keystone2k linear livefire mist nova panic processing pumpstation stone suspended tower tribal ubik vault venus warp wet" // defend-the-flag maps
// sv_kingmaps "ares bath battlefield biolytic canals cargo center colony conflict darkness deadsimple depot dutility echo fourplex linear livefire processing stone suspended tower tribal ubik vault venus" // king-of-the-hill maps
// sv_bombermaps "ares battlefield biolytic canals cargo center colony conflict cutec darkness deadsimple deli depot dropzone dutility echo erosion foundation fourplex futuresport ghost linear mist nova pumpstation stone suspended tower tribal vault venus warp wet" // bomber-ball maps
// sv_holdmaps "ares bath battlefield biolytic canals cargo center colony conflict cutec darkness deadsimple deli depot dropzone dutility echo erosion foundation fourplex futuresport ghost keystone2k linear mist nova panic processing pumpstation stone suspended tower tribal ubik vault venus warp wet" // hold bomber-ball maps
// sv_trialmaps "cyanide hawk hinder neodrive purge testchamber" // time-trial maps
// sv_multimaps "canals deadsimple depot keystone2k warp fourplex" // maps allowed for modes which *require* multi spawns (ctf/bb)
// sv_duelmaps "bath bloodlust darkness deadsimple dutility echo fourplex ghost longestyard livefire stone panic vault wet" // duel map filter (extra filter on top of mode filter)
// sv_jetpackmaps "ares battlefield biolytic canals cargo center colony conflict cutec darkness deadsimple deathtrap deli depot dropzone dutility echo erosion error forge fourplex futuresport ghost linear longestyard mist nova oneiroi pumpstation spacetech starlibido suspended testchamber tower tranquility tribal ubik venus warp" // jetpack map filter (extra filter on top of mode filter)
// sv_rotatemaps 2 // determines behaviour of map rotation; 0 = off, 1 = sequence, 2 = random
// sv_rotatemapsfilter 2 // 0 = off, 1 = filter based on mutators, 2 = also filter based on players
// sv_maphistory 5 // remember this many maps that can't be voted again if votelock is set
// sv_maxcarry 2 // maximum number of weapons a player can carry, plus pistol and grenades
// sv_spawnrotate 2 // spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random
// sv_spawnweapon 1 // weapon players spawn with, defaults to pistol (1)
// sv_instaweapon 7 // weapon players spawn with in instagib, defaults to rifle (7)
// sv_trialweapon 0 // weapon players spawn with in trial, defaults to melee only (0)
// sv_spawngrenades 0 // spawn with grenades; 0 = never, 1 = all but instagib/time-trial, 2 = always
// sv_spawndelay 5000 // time in milliseconds before players can respawn in most modes
// sv_instadelay 3000 // time in milliseconds before players can respawn in instagib mutated modes
// sv_trialdelay 500 // time in milliseconds before players can respawn in trial mode
// sv_spawnprotect 3000 // time in milliseconds after spawning players cannot be damaged
// sv_duelprotect 5000 // time in milliseconds after spawning players cannot be damaged in duel/survivor matches
// sv_instaprotect 3000 // time in milliseconds after spawning players cannot be damaged in instagib matches
// sv_maxhealth 1.5 // spawnhealth * maxhealth defines the maximum amount of health that can be reached (e.g. standing next to a friendly goal)
// sv_maxhealthvampire 2.0 // spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire
// sv_burntime 5500 // time in milliseconds fire burns for, try to allow an extra 500ms breathing room for sync
// sv_burndelay 1000 // time in milliseconds for which fire burning deals damage
// sv_burndamage 3 // amount of damage fire burning deals
// sv_bleedtime 5500 // time in milliseconds bleeding lasts for, try to allow an extra 500ms breathing room for sync
// sv_bleeddelay 1000 // time in milliseconds for which bleeding deals damage
// sv_bleeddamage 3 // amount of damage bleeding deals
// sv_regendelay 3000 // time in milliseconds after being damage before normal regeneration resumes
// sv_regentime 1000 // time in milliseconds for which regenerate gives health
// sv_regenhealth 5 // amount of health regneration gives
// sv_captureregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
// sv_captureregendelay 1000 // regen this often when buffed
// sv_captureregenextra 2 // add this to regen when buffed
// sv_capturebuffdelay 1000 // buffed when guarding, and for this long after
// sv_capturebuffdamage 1.5 // multiply outgoing damage by this much when buffed
// sv_capturebuffshield 1.5 // divide incoming damage by this much when buffed
// sv_itemsallowed 2 // determines if items are present in the level; 0 = never, 1 = all but instagib, 2 = always
// sv_itemspawntime 15000 // time in milliseconds before items (re)spawn
// sv_itemspawndelay 1000 // time in milliseconds after map start items first spawn
// sv_itemthreshold 2.0 // if numitems/(players*maxcarry) is less than this, spawn one of this type
// sv_itemspawnstyle 1 // determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both
// sv_kamikaze 1 // determines the level of kamikaze events; 0 = never, 1 = holding grenade, 2 = have grenade, 3 = always
// sv_timelimit 10 // time in minutes before round ends; 0 = off
// sv_intermlimit 15000 // time in milliseconds intermission lasts
// sv_votelimit 45000 // time in milliseconds intermission voting lasts
// sv_duellimit 5000 // time in milliseconds before next round in duel/survivor
// sv_duelclear 1 // determines if items are reset at the end of each round
// sv_selfdamage 1 // determines if the player can damage themselves; 0 = off, 1 = either hurt self or use teamdamage rules
// sv_teamdamage 1 // determines if the player can damage team members; 0 = off, 1 = non-bots damage team, 2 = all players damage team
// sv_teambalance 1 // determines the method of team balancing; 0 = off, 1 = by number then rank, 2 = by rank then number
// sv_coopmultibalance 2.0 // multiply number of players in bot teams by this much
// sv_pointlimit 0 // number of points required to end the round (and win) in deathmatch modes
// sv_capturelimit 0 // number of captures required to end the round (and win) in ctf
// sv_captureresetdelay 30000 // time in milliseconds before a dropped flag automatically resets
// sv_defendlimit 0 // determines the style of dtf play; number of points required to end the round (and win) in dtf
// sv_defendpoints 1 // number of points given in dtf
// sv_defendoccupy 100 // points needed to occupy in regular games
// sv_defendking 25 // points needed to occupy in king-of-the-hill
// sv_defendflags 3 // flags to init and how; 0 = init all (neutral), 1 = init neutral and team only, 2 = init team only, 3 = init all (team + neutral + converted)
// sv_botskillmin 60 // minimum randomly assigned AI skill level
// sv_botskillmax 75 // maximum randomly assigned AI skill level
// sv_botbalance -1 // determines bot balancing method; -1 = always use numplayers, 0 = don't balance, 1 or more = fill only with this*numteams
// sv_botscale 1.0 // scale the 'numplayers' world variable which determines bot auto population
// sv_botlimit 32 // maximum number of bots allowed, regardless of any other variable/setting
// sv_enemybalance 1 // multiply number of enemy spawns by this much
// sv_enemyspawntime 30000 // determine length of time before enemies respawn
// sv_enemyspawndelay 1000 // determine length of time after map start enemies first spawn
// sv_enemyspawnstyle 1 // determines enemy spawning style, 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both
// sv_gravityscale 1.0 // multiply gravity by this much
// sv_liquidspeedscale 1.0 // multiply liquidspeed by this much
// sv_liquidcoastscale 1.0 // multiply liquidcoast by this much
// sv_floorcoastscale 1.0 // multiply floorcoast by this much
// sv_aircoastscale 1.0 // multiply aircoast by this much
// sv_slidecoastscale 1.0 // multiply slidecoast by this much
// sv_movespeed 100.0 // baseline movement speed
// sv_movecrawl 0.6 // multiplier of speed when crawling
// sv_movepacing 1.6 // multiplier of speed when pacing
// sv_movejet 1.6 // multiplier of speed when using jetpack
// sv_movestraight 1.2 // multiplier of speed when only moving forward
// sv_movestrafe 1.0 // multiplier of speed when strafing
// sv_moveinair 0.9 // multiplier of speed when in-air
// sv_movestepup 0.95 // multiplier of speed when stepping up
// sv_movestepdown 1.15 // multiplier of speed when stepping down
// sv_jumpspeed 110.0 // extra velocity to add when jumping
// sv_impulsespeed 90.0 // extra velocity to add when impulsing
// sv_impulselimit 0.0 // maximum impulse speed
// sv_impulseboost 1.0 // multiplier of impulse when just boosting
// sv_impulsedash 1.2 // multiplier of impulse when dashing
// sv_impulsejump 1.1 // multiplier of impulse when jumping
// sv_impulsemelee 0.75 // multiplier of impulse when using melee
// sv_impulseparkour 1.0 // multiplier of impulse when doing other parkour
// sv_impulseallowed 15 // determines which impulse actions are allowed (bitwise OR); 0 = off, 1 = dash, 2 = boost, 4 = pacing, 8 = parkour
// sv_impulsestyle 1 // impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle
// sv_impulsemeter 30000 // impulse dash length; 0 = unlimited, anything else = timer
// sv_impulsecount 6 // number of impulse actions per air transit
// sv_impulsedelay 250 // minimum time between boosts
// sv_impulseslide 1000 // time before powerslides end
// sv_impulsecost 5000 // cost of impulse jump
// sv_impulseskate 1000 // length of time a run along a wall can last
// sv_impulsepacing 0.0 // pacing counts toward impulse; 0 = off, anything else = multiplier of time
// sv_impulseregen 5.0 // impulse regen multiplier
// sv_impulseregencrouch 2.5 // impulse regen modifier when crouching
// sv_impulseregenpacing 0.75 // impulse regen modifier when pacing
// sv_impulseregenmove 1.0 // impulse regen modifier when moving
// sv_impulseregeninair 0.75 // impulse regen modifier when in air
// sv_stillspread 0.0 // multiply projectile spread by this much when standing still
// sv_movespread 1.0 // multiply projectile spread by this much when moving
// sv_inairspread 2.0 // multiply projectile spread by this much when jumping/in-air
// sv_impulsespread 1.0 // multiply projectile spread by this much when impulsing/pacing/jetpacking
// sv_radialscale 1.0 // multiply explosion radius by this amount
// sv_radiallimited 0.75 // multiply explosion radius by this amount in limited situations (eg. instagib)
// sv_damagescale 1.0 // scale damage by this amount
// sv_hitpushscale 1.0 // scale hit pushes by this amount
// sv_hitstunscale 1.0 // multiply "stun target on hit" by this amount
// sv_deadpushscale 2.0 // scale hit pushes by this amount when it results in a frag
// sv_wavepushscale 1.0 // scale of the hitpush force used in a wavepush
// sv_kickpushscale 1.0 // multiply kick pushes from weapons by this much
// sv_kickpushcrouch 0.0 // multiply kick pushes from weapons by this much when crouching
// sv_kickpushsway 0.0125 // multiply kick push effect on hud gun sway by this much
// sv_kickpushzoom 0.125 // multiply kick pushes from weapons by this much when zoomed
// sv_multikilldelay 5000 // time in milliseconds multiple kills in a row must occur
// sv_spreecount 5 // number of consecutive frags for each spree level
// sv_dominatecount 5 // number of frags on a single player without revenge before it is considered domination
//
// weapon variables are in the form of sv_<weapon><attribute>[1|2], where weapon is the name of the weapon
//  attribute is one of the following attributes, and 1|2 applies if the attribute differs between primary and secondary
//
//  add: the amount added when picking up the weapon or reloading it
//  max: the maximum amount the clip of this weapon can hold, can never be higher than default
//  sub[1|2]: the amount taken from the clip for each firing action, set to zero for unlimited ammo
//  adelay[1|2]: the time it takes after each firing action for the weapon to be ready again
//  rdelay: the time it takes for the weapon to reload one 'add' unit
//  damage[1|2]: the amount of damage a projectile from each firing action does
//  speed[1|2]: the speed of a projectile from each firing action
//  power[1|2]: when more than zero, determines that the weapon can be 'cooked' this long before firing
//  time[1|2]: the maximum lifetime of a projectile for each firing action
//  pdelay[1|2]: when more than zero, projectiles from this weapon will be delayed this long
//  gdelay[1|2]: when more than zero, projectiles from this weapon will delay guided settings by this long
//  edelay[1|2]: when more than zero, projectiles from this weapon will not be able to hurt its owner for this long
//  explode[1|2]: if more than zero, a projectile from this firing action will explode at the end of its life or based on collision settings
//  rays[1|2]: the amount of projectiles spawned from one shot of each firing action
//  spread[1|2]: determines the amount a projectile from each firing action skews off-center
//  zdiv[1|2]: when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much
//  aiskew[1|2]: determines 'added stupidity' for each weapon for AI counterparts
//  fragweap[1|2]: when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)
//  flakdamage[1|2]: flak of this type deals this much damage
//  fragrays[1|2]: when creating flak, create this many projectiles for it
//  fragtime[1|2]: flak projectiles from this weapon last this long
//  fragspeed[1|2]: flak projectiles from this weapon start with this much speed (may be influenced by flakspread/flakskew and flakrel)
//  collide[1|2]: bitwise value which determines collision properties for a projectile from each firing action
//      IMPACT_GEOM = 1     BOUNCE_GEOM = 2     IMPACT_PLAYER = 4   BOUNCE_PLAYER = 8   RADIAL_PLAYER = 16  COLLIDE_TRACE = 32  COLLIDE_OWNER = 64  COLLIDE_CONT = 128  COLLIDE_STICK = 256
//  extinguish[1|2]: determines if a projectile from each firing action is extinguished by water
//  cooked[1|2]: determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)
//  guided[1|2]: determines guided style for a projectile, 0 = off, 1 = follow crosshair, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target)
//  radial[1|2]: boolean 0 or 1, sets a projectile for each firing action to do continuous radial damage inside the 'explode' radius during transit
//  residual[1|2]: boolean 0 or 1, determines if a projectile from each firing action has a residual effect, 0 = off, 1 = burns, 2 = bleeds
//  reloads: boolean 0 or 1, determines if this weapon can reload
//  zooms: boolean 0 or 1, determines if the secondary action on this weapon zooms
//  fullauto[1|2]: boolean 0 or 1, determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)
//  allowed: determines if this weapon type is allowed to spawn at all, 0 = off, 1 = all but insta/duel, 2 = all but insta, 3 = always
//  laser: determines if this weapon has a laser pointer which is projected to the point where the player is aiming
//  taperin[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper in' to over its lifetime
//  taperout[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper out' to over its lifetime
//  elasticity[1|2]: multiplier of velocity for a projectile of each firing action when doing a bounce event
//  reflectivity[1|2]: guard angle for a projectile of each firing action when doing a bounce event
//  relativity[1|2]: multiplier of player velocity added to a projectile of each firing action
//  waterfric[1|2]: multiplier of velocity for a projectile of each firing action when in water
//  weight[1|2]: relative weight for a projectile of each firing action
//  radius[1|2]: determines the size for a projectile of each firing action
//  kickpush[1|2]: determines the amount of pushback from shooting each firing action
//  hitpush[1|2]: multiplier of damage for a projectile or explosion of each firing action impacting a player
//  slow[1|2]: slow target hit with a projectile from this by this ammount
//  aidist[1|2]: determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges
//  partsize[1|2]: determines the maximum particle size of a projectile from each firing action
//  partlen[1|2]: determines the maximum tape particle length of a projectile from each firing action
//  frequency: determines the multiplier of itemspawntime in which items of this type respawn in
//  pusharea: determines the multiplier of explode radius this weapon pushes in
//  delta[1|2]: determines the amount by which each firing action is guided
//  trace[1|2]: determines the multiplier of length to apply to traced weapons
//  torsodmg[1|2]: determines the multiplier of damage for torso shots
//  legsdmg[1|2]: determines the multiplier of damage for leg shots
//  fragscale[1|2]: flak created by this firing action is scaled by this much
//  fragspread[1|2]: flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player
//  fragrel[1|2]: flak created by this firing action retains this much of its parent relative momentum
//  fragoffset[1|2]: flak created by this firing action is offset by this distance if it impacts a player before being created
//  fragskew[1|2]: flak created by this firing action spreads its direction randomly by this much when it impacts a player
//  wavepush[1|2]: flak determines the multiplier of explode radius this weapon pushes in
//
// EOF