// This  smc_config.cfg  file contains ALL "small mod compilation" v5.60 cvars with their default settings !
// The multiskin/multimodel feature is disabled. Enable it by changing the corresponding cvars or use the included preconfigured one (matching the SMC 'Starter Kit' v5.50).
// Put it into the same folder where you put the SMC.pk3 files and change them according to your personal taste/liking.
// Read the included main  Readme.txt  to learn more about the features.
//
// ATTENTION:
// Please delete your old  smc_config.cfg  or  autoexec.cfg  (which came with earlier SMC builds) in your mod or id1 folder.
// Many things have changed and some cvars are no longer compatible with older SMC builds !!





/////////   NEW v5.60 cvars:  

"cl_beams_polygons" "0"			//  "0"= Use new SMC Lightning Gun beam and lightning trap effect   "1"= Use DarkPlaces original Lightning gun beam and lightning trap effect
set gore_amplifier 5			//  "0"= disable this effect   "1"= spawns a small amount of extra blood effects when shooting living monsters       Go as high as you want to increase amount of extra blood (try "10") !!  :)
set underwater_tinted_view 0		//  "0"= disable this effect   "1"= when moving/swimming in liquids (water, slime, lava) players view gets darker (blue-ish / green-ish / redd-ish.  Makes underwater visual more realistic.   Finetune the colors/brightness in client.qc if necessary.
set flying_dust_underwater 1		//  "0"= disable this effect   "1"= enable floating dirt underwater    "2"= enable floating bubbles around player underwater    "3"= enable floating dirt + bubbles underwater      ATTENTION: cvar: "flying_dust" must be enabled (according to map type "1" or "2")
set player_height 22			//  Adjust eye level of player to make him taller/shorter.    Use "impulse 60" to make him taller in-game (max. is 30) and "impulse 61" to make him shorter in-game (min. is 15). Be aware that your weapon impact point will stay the same, while your crosshair is raised / lowered with your height.
set disable_torch_model_shadows 0	//  "0"= torch model cast shadows   "1"= disable torch model shadows (useful when using custom torch models that cast unwanted shadows from realtime lighting origins).
set muzzleflash_grenade_time 0.15	//  Set the grenade launcher muzzleflash lifetime with this cvar (in seconds).  Use any value >= 0
set muzzleflash_rocket_time 0.25 	//  Set the rocket launcher muzzleflash lifetime with this cvar (in seconds).  Use any value >= 0
set kickable_player_grenades 0		//  "0"= player grenades are not kickable (like in original Quake)    "1"= player can kick his own grenades around
set player_grenade_detonation_time 2.5	//  Set player grenades detonation time in seconds     Use any value >= 0

// new values added for existing cvar (find it below):   fleshsplat      	//  "0"= disabled   "1"= spawns a small amount of bloody meat chunks when shooting at enemies (= extra gore)    "2"= spawns a bigger amount of bloody meat chunks when shooting at enemies    Go as high as you want to increase amount of bloody meat chunks !!  :)
// new values added for existing cvar (find it below):   teleport_zoom_view	//  "0"= disabled   "1"= enable view animation, when traveling through teleporters      "2"= enable view animation PLUS particle effects 


/////////   New v5.60 impulses:

// toggle scratchy film effect:	 impulse 55    ( toggles scratchy film look overlay effect. Like in old movies )
// toggle grain film effect:     impulse 56    ( toggles grainy film overlay effect. Like in old movies )
// increase player height:       impulse 60    ( increase player height (eye view level) to make him taller ) 	Set default value via cvar:  player_height  (see description above)
// decrease player height:       impulse 61    ( decrease player height (eye view level) to make him shorter )	Set default value via cvar:  player_height  (see description above)

//////////////////////////////






//////  Darkplaces engine related cvars
"cl_itembobheight" "0"			//  Needed to set to "0" to prevent visual issues of item particle effects (this is a DarkPlaces cvar, not a mod cvar)
"scr_printspeed" "20"			//  For end of episodes text display like in original Quake
"cl_followmodel" "1"			//  enables weapon pushing / pulling effect when walking
"cl_leanmodel" "1"			//  enables weapon leaning effect when looking around (weapon is no longer pinned to the lower screen border)
"cl_particles_quality" "3"		//  The SMC was designed for particles_quality 3 or higher (I personaly use "4"). Only use smaller values to gain some performance if needed or some particle effects will look wrong / weak.
"cl_particles_rain" "1"			//  0= disable rain in maps     1= enable rain in maps	  ATTENTION: rainy .ent files are needed for this effect (included in the "small mod compilation" download)
"cl_particles_snow" "1"			//  0= disable snow in maps     1= enable snow in maps	  ATTENTION: snowy .ent files are needed for this effect (included in the "small mod compilation" download)
"r_drawfog" "1"				//  0= disable fog in maps      1= enable fog in maps		  ATTENTION: you can set fog via the "fog" command in-game or by using foggy .ent files (included in the "small mod compilation" download)
set cl_particles_custom_effects 1	//  0= disable custom particle effects in maps     1= enable custom particle effects in maps	ATTENTION: custom particle effect .ent files are needed for this effect (included in the "small mod compilation" download)

sv_gameplayfix_upwardvelocityclearsongroundflag "1"	//  since Darkplaces build 2013-03-01 ALL "gameplayfix"-cvars are disabled by default, which will lead to issues. So we have to enable it again...
sv_gameplayfix_setmodelrealbox "1"			//  since Darkplaces build 2013-03-01 ALL "gameplayfix"-cvars are disabled by default, which will lead to issues. So we have to enable it again...
sv_gameplayfix_droptofloorstartsolid "1"		//  since Darkplaces build 2013-03-01 ALL "gameplayfix"-cvars are disabled by default, which will lead to issues. So we have to enable it again...
"r_useportalculling" "1"				//  due to small bug in Darkplaces builds since 20140304 we have to set this cvar from default "2" to "1"

sv_sound_watersplash ""			// DO NOT CHANGE !!!  Essential for water splash sound fix

set darkplaces_build 1			// "0"= for DP builds before 20130301   "1"= for DP builds since 20130301  (cvar to change between map effect handling for different Darkplaces builds. Since DP build 20130301 the engine behaviour was changed)
set player_reflection_fix 1		// "0"= for DP builds before 2012      "1"= for DP builds since 2012  (cvar to fix the player reflection issue when swimming in water when  r_water  is "1".  Since 2012 DP builds the issue exists. Independent to the "small mod compilation")



//////  Custom CSQC-HUD related cvars
set custom_hud 1			// Only takes effect when custom HUD 'csprogs.dat' file is used  (see main readme.txt for more details and information)    "0"= Use standard HUD   "1"= Use custom HUD layout 1 (inventory on the right side)    "2"= Use custom HUD layout 2 (kleshik HUD-style)     ATTENTION: layout 1 + 2 support separate armor + key icons (see below cvars)
set hud_inventory 1			// Only takes effect when custom HUD 'csprogs.dat' file is used  (see main readme.txt for more details and information)    "0"= disable HUD inventory (in all layouts)   "1"= enable HUD inventory (in all layouts) 
set compass 1				// Only takes effect when custom HUD 'csprogs.dat' file is used  (see main readme.txt for more details and information)    "0"= disable HUD compass feature (in all layouts)    "1"= enable HUD compass feature (in all layouts)   

set key_icon 0				// Enabling this cvar needs custom HUD 'csprogs.dat' file. Otherwise game will crash !!   "0"= disable this feature (like regular Quake)    "1"= enable separate HUD key icons for each worldtype:  For medieval maps, silver-key model is w_s_key.mdl --> HUD key icon naming: gfx/sb_key10.tga , gold-key model is w_g_key.mdl -->  HUD key icon naming: gfx/sb_key20.tga.     For metal maps, silver-key model is  m_s_key.mdl --> gfx/sb_key11.tga  and gold-key  m_g_key.mdl --> gfx/sb_key21.tga.     For base maps, silver-key model is: b_s_key.mdl --> gfx/sb_key12.tga  and gold-key model is: b_g_key.mdl --> gfx/sb_key22.tga
set key_icon_scale_hud 0.1		// Adjust the HUD scale of the new additional HUD key icons here

set armor_model 0 			// "0"= use regular armor model (armor.mdl) in all map types (like original Quake)    "1"= use regular armor model (armor.mdl) ONLY in "base" maps, use alternative armor model (armor1.mdl) in every other map types      "2"= like "1" and in addition: also use different HUD icons !!  For regular armor model ( armor.mdl -->  gfx/sb_armor1  until  gfx/sb_armor3 ) and alternative armor model (armor1.mdl --> gfx/sb_armor11  until  gfx/sb_armor33 ).    ATTENTION: For setting "2" --> custom HUD 'csprogs.dat' file is necessary. Otherwise game will crash !
set armor_icon_scale_hud 0.11		// Adjust the HUD scale of the new additional HUD armor icons here



/////// Powerup HUD models / textures and HUD water effects (independent to csqc HUD above):
set biosuit_HUD_visor 1			//  "0"= disabled    "1" = Spawn visible HUD visor when picking up biosuit.   "2" = Spawn spinning biosuit HUD model when picking up biosuit.    ATTENTION: Automatic scaling for biosuit visor TEXTURE is shared with "HUD_visor_texture_manual_scale" cvar to keep both effects in harmony and match each other.  Automatic positioning for spinning biosuit MODEL is shared with "HUD_spinning_side_model_manual_position" cvars to keep both effects in harmony and match each other.
set quad_HUD_visor 2			//  "0"= disabled    "1" = Spawn visible quad HUD visor texture when picking up quad rune.   "2" = Spawn spinning quad HUD model when picking up quad rune.    ATTENTION: Automatic scaling for quad visor TEXTURE is shared with "HUD_visor_texture_manual_scale" cvar to keep both effects in harmony and match each other.  Automatic positioning for spinning quad MODEL is shared with "HUD_spinning_side_model_manual_position" cvars to keep both effects in harmony and match each other.
set pent_HUD_visor 2			//  "0"= disabled    "1" = Spawn visible pent HUD visor texture when picking up pentagram rune.   "2" = Spawn spinning pent HUD model when picking up pent rune.     ATTENTION: Automatic scaling for pent visor TEXTURE is shared with "HUD_visor_texture_manual_scale" cvar to keep both effects in harmony and match each other.  Automatic positioning for spinning pent MODEL is shared with "HUD_spinning_side_model_manual_position" cvars to keep both effects in harmony and match each other.
set ring_HUD_visor 1			//  "0"= disabled    "1" = Spawn spinning ring HUD model when picking up invisibility ring.     Automatic positioning for spinning ring MODEL is shared with "HUD_spinning_side_model_manual_position" cvars to keep both effects in harmony and match each other.
set keys_HUD_visor 0			//  "0"= disabled    "1" = Spawn spinning key HUD model when picking up keys.     Automatic positioning for spinning keys MODEL is shared with "HUD_spinning_bottom_model_manual_position" cvars to keep in harmony and match with mini-player HUD model.
set HUD_waterdrops_out_of_water 2	//  "0"= disabled    "1" = Always enable water drops running down players face / HUD when coming out of water or slime. This means you can have this waterdrops effect also without the "biosuit_HUD_visor" cvar enabled !!    "2" = ONLY enable water drops running down players face / HUD when coming out of water or slime, when "biosuit_HUD_visor" cvar is enabled !!       ATTENTION: Automatic scaling for waterdrops is shared with "HUD_visor_texture_manual_scale" to keep both effects in harmony and match each other.

set HUD_visor_texture_manual_scale 0			//  "0"= Visor texture size / scale is automatically calculated via qc code (based on resolution 1920x1080) to match your FOV value !!      Values other than "0" sets the scale value manually (ignoring qc code calculation).  Example:  "1.3" will scale the visor to this scale value. Choose any value >0 you want to match your FOV.     ATTENTION: Automatic scaling works robust with screen resolution 1920x1080. If you have a different screen resolution, the visor needs manual scale values (sometimes a modified sized model as well. Simply resize the model to your used screen resolution ratio.).
set HUD_spinning_side_model_manual_y_position 0		//  "0"= Spinning powerup HUD model is automatically calculated via qc code (based on resolution 1920x1080) to match your FOV value !!      Values other than "0" sets the left / right position manually (ignoring qc code calculation).  Example:  "14" will place the model to a far left position. Choose any value you want.     ATTENTION: Automatic positioning works robust with screen resolution 1920x1080. If you have a different screen resolution, the model needs manual position values.  Works with every screen resolution and FOV.
set HUD_spinning_side_model_manual_z_position 0		//  "0"= Spinning powerup HUD model is automatically calculated via qc code (based on resolution 1920x1080) to match your FOV value !!      Values other than "0" sets the up / down position manually (ignoring qc code calculation). 	Example:  "5" will place the model to an upper position. Choose any value you want.      ATTENTION: Automatic positioning works robust with screen resolution 1920x1080. If you have a different screen resolution, the model needs manual position values.  Works with every screen resolution and FOV.
set HUD_spinning_bottom_model_manual_y_position 0	//  "0"= Spinning mini-player and key HUD model is automatically calculated via qc code (based on resolution 1920x1080) to match your FOV value !!      Values other than "0" sets the left / right position manually (ignoring qc code calculation).  Example:  "7" will place the model to a left position. Choose any value you want.     ATTENTION: Automatic positioning works robust with screen resolution 1920x1080. If you have a different screen resolution, the model needs manual position values.  Works with every screen resolution and FOV.
set HUD_spinning_bottom_model_manual_z_position 0	//  "0"= Spinning mini-player and key HUD model is automatically calculated via qc code (based on resolution 1920x1080) to match your FOV value !!      Values other than "0" sets the up / down position manually (ignoring qc code calculation). 	Example:  "-9" will place the model to a lower position. Choose any value you want.      ATTENTION: Automatic positioning works robust with screen resolution 1920x1080. If you have a different screen resolution, the model needs manual position values.  Works with every screen resolution and FOV.


/////// Blood splatters on HUD when gibbing corpses or living monster while standing nearby
set HUD_blood_splatter 100		// When gibbing corpses or living monsters, random blood splatters are spawned at players HUD.    But ONLY when staying near the gibbed monster/corpse. Set the maximum distance in Quake units towards monster/corpse to spawn the effect.     "0"= disable this feature     Example: "100" --> Only when staying 100 Quake units or less away from gibbed monster/corpse, blood splatter will be spawned on HUD.       



/////  Following features need a new key bind (see main readme.txt for further instructions):
// instant melee attack:   	impulse 20    ( Push key/button to perform a single axe swing at anytime. Like the "melee attack" button in newer games. ) 
// flashlight:			impulse 30    ( see cvars to further adjust this feature below:  flashlight_xxx )  
// personal_player_teleporter:	impulse 40    ( see cvars to further adjust this feature below:  personal_player_teleporter_xxx )
// spawn mini-player HUD model:	impulse 50    ( Push assigned key/button to spawn the mini-player HUD model at anytime. ) 
//                                              Alternatively you can also spawn a nice new mini-player pickup item via "item_mini_player" in your map !
// toggle film scratchy effect: impulse 55    ( toggles film scratchy overlay effect. Like in old movies )
// toggle film grain effect:    impulse 56    ( toggles film grain overlay effect. Like in old movies )
// increase player height:      impulse 60    ( increase player height (eye view level) to make him taller ) 	Set default value via cvar:  player_height  (see description below)
// decrease player height:      impulse 61    ( decrease player height (eye view level) to make him shorter )	Set default value via cvar:  player_height  (see description below)



// Footstep sounds
set playerfootsteps 0.5			// "0"= disable footsteps sound for player    "1"= max. volume footsteps sound for player   (0.5 plays footsteps with half volume. Choose any volume-value you want between 0 and 1)
set waterwalk_and_swim_sound 2		// "0"= disable waterwalk and swim sound   "1"= only play waterwalk sound when wading through water   2= play waterwalk AND swim sound
set monsterfootsteps 1			// "0"= disabled   "1"= enabled: play footstep sounds for all monsters



///////  New Monster types:

// New Enforcer types (Defender / Eliminator / Pyro):
set Quoth_enforcer_defender_chance 15		//  Set the percentage of replacing the regular Enforcer with a Defender (0= never.  100= always). Choose any value you want between 0 and 100 %.     Defenders use shotguns and grenade launchers as weapon.
set Quoth_enforcer_eliminator_chance 15		//  Set the percentage of replacing the regular Enforcer with a Eliminator (0= never.  100= always). Choose any value you want between 0 and 100 %.     Eliminators use plasma guns as weapon.
set Quoth_enforcer_pyro_chance 15		//  Set the percentage of replacing the regular Enforcer with a Pyro (0= never.  100= always). Choose any value you want between 0 and 100 %.      Pyros use flame throwers as weapon.   ATTENTION: Pyros cannot run+shoot because of their heavy weapon

set Quoth_enforcer_defender_health 120		// Set Enforcer_Defender´s health.  
set Quoth_enforcer_defender_shotgun 4		// Enforcer_Defender´s shotgun has 10 pellets. Set damage value for 1 pellet.
						// Enforcer_Defender´s grenade launcher uses the same damage as Ogre´s grenade launcher. It also follows improved z-aiming from Ogre´s cvar:  autocvar_ogreaim (find it at the end of the smc_config.cfg) !!!
set Quoth_enforcer_eliminator_health 120	// Set Enforcer_Eliminator´s health.  
set Quoth_enforcer_eliminator_plasma 25		// Set damage value for Enforcer_Eliminator´s plasma weapon projectile.

set Quoth_enforcer_pyro_health 120		// Set Enforcer_Pyro´s health.  
set Quoth_enforcer_pyro_fire 2			// Set damage value for Enforcer_Pyro´s flame thrower. It fires 15 flames per attack-sequenze (1.5 seconds).


// New Monster: Necromancer   settings
set necromancer_replace_wizard 17			// Set the percentage of replacing the wizard with a necromancer (0= never.  100= always). Choose any value you want between 0 and 100
set necromancer_health 150				// Necromancer´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the Necromancers are spawned directly !
set necromancer_skin 1					// Set texture for Necromancer here.   "0"= randomly select skin 1, 2 or 3   "1"= always use skin 1    "2"= always use skin 2   "3"= always use skin 3
set necromancer_summon_sprite_effect 0			// Choose between 2 different spherical summon effects in front of necromancer while summoning     "1"= Choose effect 1     "2"= Choose effect 2     "3"= Choose randomly 1 or 2     (ATTENTION: If you enabled the "necromancer_summon_particle_effect", you should NOT enable this sprite effect in addition)
set necromancer_summon_particle_effect 1		// "0"= disabled    "1"= enabled    Add particle summon effect in front of necromancer while summoning    (ATTENTION: If you enabled any of the "necromancer_summon_sprite_effect"´s, you should NOT enable this particle effect in addition)
set necromancer_summon_minions 2			// Choose which monsters shall be summoned by necromancer     "0"= disabled (no monster summoning. Only ranged attacks)    "1"= summon only wizards (low threat)    "2"= summon only wizards or afrits (medium threat)     3= summon wizards, afrits or reivers (high threat)
set necromancer_summon_minions_chance 25		// Set the chance for summoning monsters when necromancer is attacking.     "0"= never / only cast ranged attacks    "100"= always       Choose any value you want between 0 and 100
set necromancer_summon_minions_min_time_interval 6	// Set minimum time intervall (in seconds) between summoning monsters.      The smaller the time intervall the more often chance for summon monsters.     Choose any value you want greater than 0.
set necromancer_skull_damage 10				// set damage value of necromancers skull attack (be aware that 2 skulls are spawned during attack animation)
set necromancer_ray_damage 2				// set damage value of necromancers ray attack (be aware that multiple rays are spawned during attack animation)
set necromancer_death_explosion_radius_damage 75	// set damage value of the necromancers skull attack
set necromancer_pentagram_health 5			// set health value of pickable pentagram when necromancer dies
set necromancermass 1700


// New Monster: Reiver   settings
set reiver_health 200				// Reiver´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the Reivers are spawned directly !
set reiver_melee_scratch_damage 4		// set damage value for Reivers melee scratch attacks.
set reiver_projectile_type 60			// Select chance for different Reivers projectiles: ghosts or fireballs.   ATTENTION: Only fireballs can inflame the player (see cvar: "reiver_fireball_inflame_chance")     Examples: "0"= always summon ghosts   "100"= always summon fireballs    "50"= use both projectiles randomly (50/50 %).  "75"= 25% chance to use ghosts and 75% to use fireballs		   
set reiver_ranged_fireball_damage 20		// set damage value for Reivers fireballs.
set reiver_ranged_fireball_health 0		// "0"= Reiver´s fireballs are NOT shootable.  Use any value >0 to make them shootable/killable. Sets the health value for Reivers fireballs. 
set reiver_ranged_fireball_homing 1		// "0"= Reiver´s fireballs are NOT homing (following the player).  "1"= Reiver´s fireballs are homing (following the player).
set reiver_ranged_ghost_damage 5		// set damage value for Reivers ranged attack ghost impacts.
set reiver_ranged_ghost_health 7		// set health value for Reivers ranged attack ghosts. They are killable/shootable. Use any value >0  Be aware: Reiver always spawns 3 ghosts at a a time. Health value is for each ghost !
set ghost_follower_psycho_effect 0.3		// Visual screen effect when ghost´s touch the player   0= disabled   Values >0 = enabled   Set the value (in seconds) how long visual effect shall remain  
set reiver_vampire_life_drain 5			// "0"= disable this attack type completely.   Any value >0  --> Set amount of health that is soaked out of players body and added to reivers health during Reivers vampire attack (Reiver cannot have more than his max. health). In easy and normal skill Reiver does it 2 times in each vampire attack. In hard and nightmare skill he does it 3 times.  
set reiver_vampire_life_drain_particle_effect 2	// Set particle effect type for Reivers vampire attack  "0"= disabled  "1"= effect 1 (small dots/stars)   "2"= effect 2 (small blood/cloud)
set reiver_death_explosion_radius_damage 66	// Set radius damage value for Reivers death
set reiver_multi_shield_chance 10		// Set chance of spawning animated multi_shield around reiver, that blocks projectiles  (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   
set reiver_multi_shield_lifetime 1.5		// Set lifetime in seconds for multi_shield around reiver each time it spawns.  Choose any value you want  > 0   
set slowmotion_randomness_reiver 20		// Set chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set reivermass 1700				// Set Reivers mass for GYRO

set reiver_hide_underground 40		// Set the chance for Reiver hiding/sneeking in the underground  (0= never.  100= always). Choose any value you want between 0 and 100    ATTENTION: Only when replacing walking monsters !!

set reiver_replace_demon 0		// Set the chance of replacing the demon with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_demon 5		// Set the chance of spawning an ADDITIONAL reiver beside a demon  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_dog 0		// Set the chance of replacing the dog with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_dog 0		// Set the chance of spawning an ADDITIONAL reiver beside a dog  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_enforcer 0		// Set the chance of replacing the enforcer with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_enforcer 0		// Set the chance of spawning an ADDITIONAL reiver beside a enforcer  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_hknight 0		// Set the chance of replacing the hknight with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_hknight 10		// Set the chance of spawning an ADDITIONAL reiver beside a hknight  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_knight 0		// Set the chance of replacing the knight with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_knight 5		// Set the chance of spawning an ADDITIONAL reiver beside a knight  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_ogre 0		// Set the chance of replacing the ogre with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_ogre 5		// Set the chance of spawning an ADDITIONAL reiver beside a ogre  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_shalrath 0		// Set the chance of replacing the shalrath with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_shalrath 5		// Set the chance of spawning an ADDITIONAL reiver beside a shalrath  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_shambler 0		// Set the chance of replacing the shambler with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_shambler 5		// Set the chance of spawning an ADDITIONAL reiver beside a shambler  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_soldier 0		// Set the chance of replacing the soldier with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_soldier 0		// Set the chance of spawning an ADDITIONAL reiver beside a soldier  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_tarbaby 0		// Set the chance of replacing the tarbaby with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_tarbaby 5		// Set the chance of spawning an ADDITIONAL reiver beside a tarbaby  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_wizard 15		// Set the chance of replacing the wizard with a reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_wizard 5		// Set the chance of spawning an ADDITIONAL reiver beside a wizard  (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_replace_zombie 0		// Set the chance of replacing the zombie with an reiver (0= never.  100= always). Choose any value you want between 0 and 100
set reiver_supports_zombie 0		// Set the chance of spawning an ADDITIONAL reiver beside a zombie  (0= never.  100= always). Choose any value you want between 0 and 100


// New Monster: Yakman   settings
set yakman_health 555			// Yakman´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the Yakmans are spawned directly !
set yakman_melee_damage 17		// set damage value for Yakman melee attacks.
set yakman_ram_damage 27		// set damage value for Yakman ram attack.
set yakman_ram_velocity 277		// set power (velocity) value for Yakman ram attack.
set yakman_projectile_damage 7		// set damage value for yakman projectiles impact.
set yakman_skin_selection 2		// Set the skin you want to have for the Yakman.    "1"= light-brown/grey   "2"= dark-brown/grey   "3"= dark-green/black   "4"= brown/grey   "5"= white/grey   "0"= random skin (1-5)            
set yakman_walking_quake 3		// "0"= disabled    "1"= yakman footsteps makes the ground shattering when he walks/runs     "2"= yakman footsteps adds raising dust when he walks/runs    "3"= yakman footsteps makes the ground shattering when he walks/runs + adds raising dust !
set slowmotion_randomness_yakman 20	// Set chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set yakmanmass 3500			// Set Yakmans mass for GYRO

set yakman_replace_hellknight 10	// Set the percentage of replacing the hellknight with a yakman (0= never.  100= always). Choose any value you want between 0 and 100
set yakman_replace_knight 0		// Set the percentage of replacing the knight with a yakman (0= never.  100= always). Choose any value you want between 0 and 100
set yakman_replace_ogre 10		// Set the percentage of replacing the ogre with a yakman (0= never.  100= always). Choose any value you want between 0 and 100
set yakman_replace_shalrath 10		// Set the percentage of replacing the shalrath with a yakman (0= never.  100= always). Choose any value you want between 0 and 100
set yakman_replace_shambler 10		// Set the percentage of replacing the shambler with a yakman (0= never.  100= always). Choose any value you want between 0 and 100


// New Monster: Carnivean   settings
set carnivean_health 400				// Carnivean´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the carniveans are spawned directly !
set carnivean_scythe_damage 4				// set damage value for carnivean melee attacks.
set carnivean_explosive_projectile_impact_damage 25	// set damage value for carnivean explosive projectiles direct impact.
set carnivean_explosive_projectile_radius_damage 50	// set damage value for carnivean explosive projectiles radiusdamage.
set carnivean_rock_projectile_impact_damage 20		// set damage value for carnivean rock projectiles direct impact.
set carnivean_rock_projectile_pushback 200		// set pushback value for carnivean rock projectiles direct impact.
set carnivean_rock_projectile_homing 1			// set if rock projectile shall be homing (following player) = "1"  or not = "0"
set carnivean_projectile_type 60			// Select chance for different carnivean projectiles: rock/stone-like  or  fireball-like.   ATTENTION: Only fireball-like projectiles can inflame the player  (see cvar: "carnivean_projectiles_inflame_chance")          Examples: "0"= always rock/stone-like projectile    "100"= always use fireball-like     "50"= use both projectiles randomly (50/50 %).  "75"= 25% chance to use rock/stone-like and 75% to use fireball-like projectile		   
set slowmotion_randomness_carnivean 20			// Set chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set carniveanmass 3000					// Set Carniveans mass for GYRO

set carnivean_replace_hellknight 10			// Set the percentage of replacing the hellknight with a carnivean (0= never.  100= always). Choose any value you want between 0 and 100
set carnivean_replace_knight 0				// Set the percentage of replacing the knight with an carnivean (0= never.  100= always). Choose any value you want between 0 and 100
set carnivean_replace_ogre 10				// Set the percentage of replacing the ogre with a carnivean (0= never.  100= always). Choose any value you want between 0 and 100
set carnivean_replace_shalrath 10			// Set the percentage of replacing the shalrath with a carnivean (0= never.  100= always). Choose any value you want between 0 and 100
set carnivean_replace_shambler 5			// Set the percentage of replacing the shambler with a carnivean (0= never.  100= always). Choose any value you want between 0 and 100


// New Monster: Torment   settings
set torment_health 200				//  Torment´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the torments are spawned directly !
set torment_rod_melee 4				//  set damage value of this monster attack type.
set torment_rod_missile 25			//  set damage value of this monster attack type.
set torment_replace_demon 5			//  Set the percentage of replacing the demon with an torment (0= never.  100= always). Choose any value you want between 0 and 100
set torment_replace_hknight 12			//  Set the percentage of replacing the hknight with an torment (0= never.  100= always). Choose any value you want between 0 and 100
set torment_replace_knight 7			//  Set the percentage of replacing the knight with an torment (0= never.  100= always). Choose any value you want between 0 and 100
set torment_replace_ogre 15			//  Set the percentage of replacing the ogre with an torment (0= never.  100= always). Choose any value you want between 0 and 100
set slowmotion_randomness_torment 20		//  Set chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set tormentcorpsehealth 60			//  "0"= disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set tormentcorpseburnable 1			//  "0"= disabled (corpses are gibbable)   "1"= enabled: when shooting this monsters corpses, they start to burn and a mystical, pickable pentagram (can be disabled via other cvar) appears
set tormentmass 2500				//  Set Torments mass for GYRO


// New Monster: Hydra   settings
set hydra_health 75			// set health value of the Hydras
set hydra_replace_fish 30		// Set the percentage of replacing the fish with a hydra (0= never.  100= always). Choose any value you want between 0 and 100
set hydra_can_spit 2		     	// 0= Hydra cannot spit toxic tint    1= Hydra can spit toxic tint (without visual impact particles)     2= Hydra can spit toxic tint (with visual impact particles)
set hydra_tentacle 4			// set damage value of Hydra´s tentacle attacks
set hydra_spit 7			// set damage value of Hydra´s spit attack
set hydra_spit_toxic_time 2		// Sets the toxic poison-time of hydras toxic tint. Choose any  positive value you want (in seconds).
set hydramultiskin 1		     	// 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)  


// New Monster: Warlord   settings
set warlord_health 250			// set health value of the Warlords
set warlord_replace_hknight 17		// Set the percentage of replacing the hknight with a Warlord (0= never.  100= always). Choose any value you want between 0 and 100
set warlord_replace_ogre 12		// Set the percentage of replacing the ogre with an Warlord (0= never.  100= always). Choose any value you want between 0 and 100
set warlord_grenade_type 2		// "0"= Warlord does not throw any grenades   "1"= Warlord can throw regular grenades   "2"= Warlord can throw multi-grenades
set warlord_grenade 40			// set damage value of Warlords grenades.
set warlord_spike_grenade 50		// set damage value of Warlords spiked-grenades (multi-grenades).
set warlord_spike_type 1		// "0"= Warlord uses the same model as Hellknight for his standard magic ranged attacks   "1"= Warlord uses different model as Hellknight for his standard magic ranged attacks   
set warlord_missile 9			// set damage value of Warlords projectiles
set warlord_homing_projectile 1		// "0"= Warlord can NOT spawn additional (shootable) homing projectiles   "1"= Warlord can also spawn additional (shootable) homing projectiles
set warlord_homing_missile 15		// set damage value of Warlords homing projectiles
set warlord_homing_behaviour 0		// "0"= Homing projectile will vanish, when hitting walls/meshes    1= Homing projectile will NOT vanish, when hitting walls/meshes (= must be shot/destroyed to vanish)
set warlord_dodge_chance 15		// Set chance of dodging non-explosive attacks attacks  (0= never.  100= always). Choose any value you want between 0 and 100   
set warlord_ram_pushback 300		// Set the force of warlords shield-ram-attack here.   0= disabeld     Set any value you want.
set warlord_ram_attack 5		// set damage value of Warlords shield-ram-attack
set warlordmultiskin 35			// Select chance for 2 available skins. Examples: "0"= always use skin 1.  "100"= always use skin 2.   "50"= use both skins 1 and 2 randomly (50/50 %).  "75"= 75% chance to use skin 2 and 25% to use skin 1set warlord 5					// Death animation addon
set slowmotion_randomness_warlord 20	// Set chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set warlord 5			    	// "0"= disabled (no death animation effect)  "1"= use ancient ghost effect  "2"= use relieved soul effect  "3"= use vengeance effect  "4"= use grimrock effect   "5"= use 1-3 randomly   "6"= use 1-4 randomly
set warlordrandomness 25		// "0"= selected death animation will never appear    "30"= selected death animation has a 30% chance to appear    "100"= selected death animation will always (=100%) appear.     Use any value you like between 0 and 100 (percentage)
set warlordcorpsehealth 60		// "0" = disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set warlordcorpseburnable 0		// "0"= disabled (corpses are gibbable)   "1"= enabled: when shooting this monsters corpses, they start to burn and a mystical, pickable pentagram (can be disabled via other cvar) appears
set warlordmass 2700			// Set Warlords mass for GYRO


// New Monster: Afrit   settings
set afrit_health 120			// Afrit´s have the health value of the monster type it replaces/supports !  This cvar only takes affect in custom maps, where the Afrits are spawned directly !
set afrit_burning 100			// Set the chance how many afrits shall be surrounded by particle flames. (100= always; 0= never)
set afrit_waits_in_cocoon 40		// Set the chance for afrit using his cocoon shape while idling.  (0% = never.  100% = always). Choose any value you want between 0 and 100
set afrit_multiskin 35			// Select chance for 2 available skins. Examples: "0"= always use skin 1.  "100"= always use skin 2.   "50"= use both skins 1 and 2 randomly (50/50 %).  "75"= 75% chance to use skin 2 and 25% to use skin 1
set afrit_grey_death_style 100		// Choose which death style you want for the GREY Afrit.  Examples: "0"= always use death style A.  "100"= always use death style B.   "50"= use both death styles A and B randomly (50/50 %).  "75"= 75% chance to use death style B and 25% to use death style A
set kick_afrit_gibs 0	        	// Only applicable for Afrits death style B !  "0"= disables kickable gibs for Afrits (except heads)   "1" = enables kickable gibs for Afrits (except heads)    Afrit heads follow the regular "kickgibs" cvar !
set afrit_fireball_damage 7		// Set the amount of damage per fireball-hit.
set afritcorpsehealth 60		// Only applicable for Afrits death style A !  "0" = disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set afritcorpseburnable 1		// Only applicable for Afrits death style A !  "0"= disabled (corpses are gibbable)   "1"= enabled: when shooting this monsters corpses, they start to burn and a mystical, pickable pentagram (can be disabled via other cvar) appears
set slowmotion_randomness_afrit 20	// Sets chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_demon 0		// Set the chance of replacing the demon with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_demon 10		// Set the chance of spawning an ADDITIONAL afrit beside a demon  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_dog 0			// Set the chance of replacing the dog with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_dog 0		// Set the chance of spawning an ADDITIONAL afrit beside a dog  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_enforcer 0		// Set the chance of replacing the enforcer with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_enforcer 0		// Set the chance of spawning an ADDITIONAL afrit beside a enforcer  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_hknight 0		// Set the chance of replacing the hknight with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_hknight 10		// Set the chance of spawning an ADDITIONAL afrit beside a hknight  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_knight 0		// Set the chance of replacing the knight with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_knight 5		// Set the chance of spawning an ADDITIONAL afrit beside a knight  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_ogre 0		// Set the chance of replacing the ogre with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_ogre 10		// Set the chance of spawning an ADDITIONAL afrit beside a ogre  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_shalrath 0		// Set the chance of replacing the shalrath with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_shalrath 5		// Set the chance of spawning an ADDITIONAL afrit beside a shalrath  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_shambler 0		// Set the chance of replacing the shambler with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_shambler 5		// Set the chance of spawning an ADDITIONAL afrit beside a shambler  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_soldier 0		// Set the chance of replacing the soldier with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_soldier 0		// Set the chance of spawning an ADDITIONAL afrit beside a soldier  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_tarbaby 10		// Set the chance of replacing the tarbaby with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_tarbaby 10		// Set the chance of spawning an ADDITIONAL afrit beside a tarbaby  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_wizard 17		// Set the chance of replacing the wizard with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_wizard 10		// Set the chance of spawning an ADDITIONAL afrit beside a wizard  (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_replace_zombie 0		// Set the chance of replacing the zombie with an afrit (0= never.  100= always). Choose any value you want between 0 and 100
set afrit_supports_zombie 5		// Set the chance of spawning an ADDITIONAL afrit beside a zombie  (0= never.  100= always). Choose any value you want between 0 and 100
set afritmass 1700			// specify Afrits mass here	


// New Monster: Spider   settings
set spider_hanging_on_ceiling_on_map_start_chance 50	// Set chance for spider to try to jump and hang on ceiling at beginning of a map, for better suprise affect.  (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   
set spider_free_space_limit_for_jumping 100		// Set a minimum space above spider (between it head and the ceiling) to do a jump and hang on ceiling at map start. When space is smaller than this value, spiders will not perform a jump.  
set spider_random_skin_selection 1			// "0"= Spider will use a dedicated skin, depending on the replaced monster type.   "1"= always use a random skin color (independ to which monster the spider replaces)   
set spider_can_spawn_in_water 0		// "0"= Spider will not replace monsters which are in water, because original Quake has no transparent/vised water and in shallow waters spider cann not be seen (like e1m3)    "1"= Spider CAN replace monsters which are in water. Use "1" when you have transparent water.
set spider 3				// Set death animation effect for the spider  "0"= disabled (no death animation effect)  "1"= use ancient ghost effect  "2"= use relieved soul effect  "3"= use vengeance effect  "4"= use grimrock effect   "5"= use 1-3 randomly   "6"= use 1-4 randomly
set spiderrandomness 30			// "0"= selected death animation will never appear    "35"= selected death animation has a 35% chance to appear    "100"= selected death animation will always (=100%) appear     // use any value you like between 0 and 100 (percentage)
set spidercorpsehealth 60		// "0" = disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set spidercorpseburnable 0		// "0"= disabled (corpses are gibbable)   "1"= enabled: when shooting this monsters corpses, they start to burn and a mystical, pickable pentagram (can be disabled via other cvar) appears
set spider_improved_jump_behaviour 1	// "0"= only jumps towards player when his position is in a close z-range compared to player (dependency/behaviour is identical to demon. Like in SMC before)       "1"= always jumps towards player and taking height difference into account (doesnt matter if player is much higher or lower than spider in world) 
set spider_health 111			// Spider´s have the health value of the monster type it replaces !  This cvar only takes affect in custom maps, where the Spiders are spawned directly !
set spider_melee 7			// set spiders melee attack damage value
set spider_jump 15			// set spiders jump attack damage value
set spider_web 7			// set spiders ranged attack damage value
set spider_paralyze_effect 1		// Choose between 2 different particle effects, when projectile hits the player  (choose between "1" and "2")
set spider_web_paralyzetime 2		// sets the paralyze-time of spiders ranged web attacks. Choose any positive value you want (in seconds). Default is 2 seconds.  
set spider_attack_resistance 25		// Set the chance of spider´s resisting shotgun (pellets) and nailgun (nails) attacks  (0% = never.  100% = always resist). Choose any value you want between 0 and 100
set spider_hide_underground 37		// Set the chance for spider hiding/sneeking in the underground  (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_demon 10 		// Set the chance of replacing the demon with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_dog 15 		// Set the chance of replacing the dog with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_enforcer 0 		// Set the chance of replacing the enforcer with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_hknight 5  		// Set the chance of replacing the hknight with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_knight 0  		// Set the chance of replacing the knight with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_ogre 0  		// Set the chance of replacing the ogre with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_shalrath 0	  	// Set the chance of replacing the shalrath with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_shambler_large 1	// Choose spider size, that replaces the shambler.  "0"= regular spider size  "1"= large spider size
set spider_replace_shambler 5 		// Set the chance of replacing the shambler with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_soldier 7  		// Set the chance of replacing the soldier with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_tarbaby 12  		// Set the chance of replacing the tarbaby with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spider_replace_zombie 0  		// Set the chance of replacing the zombie with a spider (0% = never.  100% = always). Choose any value you want between 0 and 100
set spidermass 2000			// specify the spiders living mass here


// New Monster: Evil-Face   settings
set evil_faces 1			// evil face textures are interactive.  0= disabled   1= textures bleed, when shot   2= evil monster is spawn when shot
set evil_faces_psycho_effect 0	  	// visual screen effect when evil monster appears   0= disabled   1= enabled (when evil_face is set to "2")
set evil_faces_monster_scale 1.7	// set scale for evil face monster (when evil_faces is set to "2")   Smaller value scales it smaller, bigger values scales it bigger.
set evil_faces_monster_health 35	// set health for evil face monster (when evil_faces is set to "2")
set evil_faces_monster_behaviour 1	// 0= evil face monster will vanish, when hitting walls/meshes 1= evil face monster will NOT vanish, when hitting walls/meshes (= more dangerous) (when evil_faces is set to "2")


// New zombie model/monster
set zombie_use_newmodel 30		// Set the chance of spawning new zombie monster model. Examples: "0"= disabled (dont use new zombie model)  "50"= Use original and new zombie equally (50%/50% You play against both zombie types in-game)   "100"= Only use the NEW zombie model.   Choose any value you want between 0 and 100
set zombienewmodelproperties 1		//  "0"= exactly the same properties like original zombie   "1"= Can be killed with Axe or Explosives (with 2 new death animations: cut-off head or regular death without gibs)  "2"= Can ONLY be killed with Axe (with new death animation: cut-off head)
set zombieaxeanimation 1		//  "0"= disabled   "1"= enabled: when aiming at new zombies, the axe´s Quake symbol glows as well as a mystical glow around player appears  :)
set newzombiecorpsehealth 30		//  "0"= disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set zombienewmodelburnable 1		//  "0"= disabled (corpses are gibbable)     "1"= enabled: when shooting new zombie corpses, they start to burn and a mystical, pickable pentagram appears
set zombienewmodelprojectile 1		//  "0"= new zombie uses standard projectile (like original)   "1"= new zombie uses a different projectile


// Extended new dog model
set dog_extended_newmodel 30		// Set the chance of spawning extended dog model. Examples: "0"= disabled (dont use extended dog model)  "50"= Use original and extended model equally (50%/50% You play against both dog types in-game)   "100"= Only use the extended dog model.   Choose any value you want between 0 and 100
					// (The extended new dog model also uses additonal animations "howl" and "bark".  They do NOT affect the gameplay)

// New demon model/monster: Teneb
set teneb_replace_demon 20		// Set the chance of replacing the demon with a Teneb  (0= never.  100= always). Choose any value you want between 0 and 100




///// Monster, corpse & gib related things
set painskin_transparency 0.3		// Add painskins to all monsters and set transparency their here.  0= disabled    Values between "0" (not visible) and "1" (fully visible) are possible. Be aware that the blood color may change by changing transparency (depending on monster skin).

set head_gibs_always_face_player 1	// 0= disabled   1= head gibs will always turn towards (facing) player when lying on the floor.   (requested by several at quakeone.com. A creepy feature :)

set ragdoll 2				// 0= disable   1= only ragdoll corpse 1 frame (= subtle)   2= ragdoll corpse up to 2 frames (= more intense)   3= ragdoll corpse up to 3 frames (= very intense)	ATTENTION: Feature was desinged for original Quake monster mdoels. When using MD3 replacement monster models, cvar should be set to "1" (or "0")

set twitching_corpses 0			// 0= disable   1= only twich 1 frame (= subtle)   2= twitch up to 2 frames (= more intense)
set twitching_corpses_interval 2	// Sets the minimum frequency /intervall between twitches (the bigger the value, the less twitches !)   Choose any value you want between 0 and 100

set monster_bleeding 2			//  "0"= disabled   "1"= monsters bleed, when wounded (amount of blood is small)    "2"= monsters bleed, when wounded (amount of blood is high)
set shambler_walking_quake 3		//  "0"= disabled   "1"= shambler footsteps makes the ground shattering when he walks/runs     "2"= shambler footsteps adds raising dust when he walks/runs    "3"= shambler footsteps makes the ground shattering when he walks/runs + adds raising dust !
set monstercorpsequake 1		//  Sets level of earth shaking when monster corpse falls on the floor. "0"= disabled  "1"= standard value.  Values <"1" reduces the effect (try 0.4);  values >"1" amplifies the effect(try 1.4).   At the moment, only monster 'shambler' and 'yakman' is affected !
set monstertransparency 100		//  Set the percentage how much transparent the monsters shall be ("100"= fully visible/opaque  "0"= fully invisible/transparent). Choose any value you want between 0 and 100
set helldemon 50			//  set the percentage how many demons shall leave burning footprint-marks on the floor. (100= always; 0= never; choose any value you want in between)
set demonteleport 15			//  "0"= disabled    Set the chance of Demon´s teleport when attacking and when beeing shot/hurt    (100= almost always;  0= never; choose any value you want in between)
set wizardteleport 15			//  "0"= disabled    Set the chance of Wizard´s teleport when attacking and when beeing shot/hurt    (100= almost always;  0= never; choose any value you want in between)
set clonemonsters 0			//  "0"= disabled   sets how many times monsters shall be cloned. "1" = will have 2 times as much monsters as original.  "2" = will have 3 times as much monsters as original.  ...etc.  Each cloned monsters will be placed randomly near its original. It has the exact same properties like original and makes use of the multiskin/multimodel feature.
set gruntcasing 1			//  "0" = disabled  "1"= enabled: grunt (soldier) monster will eject shell casings when shooting  

set shalrath_shootable_missile 0			//  0= disabled    1= shalrath´s missiles are shootable
set shalrath_shootable_missile_health 30  		//  set health for Shalrath shootable missiles 
set shalrath_shootable_missile_teleporting 50		//  0= shalrath´s shootable missiles do NOT teleport when shot      Set the max. random teleporting radius here when shalrath´s shootable missiles are shot

set shalrath_jumping_chance 50				// Set chance for shalrath to perform a jump (if space above is big enough).  (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   
set shalrath_hanging_on_ceiling_chance 60		// When shalrath performes a jump (see cvar: "shalrath_jumping_chance") she tries to catch and hang on the ceiling.  (0= never(always only jumping !)   100= always). Choose any value you want between 0 and 100   
set shalrath_free_space_limit_for_jumping 150		// Set a minimum space above shalrath (between her head and the ceiling) to do a jump. When space is smaller than this value, shalrath does not perform a jump.  
set shalrath_hanging_no_enemy_in_sight_time 1.5		// When shalrath is hanging on a ceiling and lose sight to her enemy (usually the player) she will drop down again. Set the time for her to wait on the ceiling before dropping down. Choose any positive value you want between (in seconds).
set shalrath_pain_drop_down_from_ceiling 0		// When this cvar is enabled ("1") shalrath can ONLY be shot/taken down from ceiling when shot with grenade launcher, rocket launcher or lightning gun.
set shalrath_hanging_on_ceiling_on_map_start_chance 33	// Set chance for shalrath to try to jump and hang on ceiling at beginning of a map, for better suprise affect.  (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   
set shalrath_runs_frantically_towards_player 33		// Set chance for shalrath to rush frantically towards the player when she is still far away (for max. 2 seconds, or when she gets closer than 300 Quake units).    (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   

set enforcer_shield_chance 10			// Set chance of spawning powershield around enforcer, that blocks projectiles  (0= never(disable this feature)   100= always). Choose any value you want between 0 and 100   
set enforcer_shield_lifetime 2			// Set lifetime in seconds for powershield around enforcer each time it spawns.  Choose any value you want  > 0   

set enforcer_run_and_shoot 1			//  "0"= disabled (Regular Quake behavior)    "1"= Enforcers can run + shoot at the same time   ATTENTION: Needs special model with new animation sequences (included in the SMC) !!   
set enforcer_defender_run_and_shoot 0		//  "0"= disabled (Regular Quake behavior)    "1"= Defenders can run + shoot at the same time   ATTENTION: Needs special model with new animation sequences (included in the SMC) !!   
set enforcer_eliminator_run_and_shoot 0  	//  "0"= disabled (Regular Quake behavior)    "1"= Eliminators can run + shoot at the same time   ATTENTION: Needs special model with new animation sequences (included in the SMC) !!   
set soldier_run_and_shoot 0			//  "0"= disabled (Regular Quake behavior)    "1"= Soldiers can run + shoot at the same time   ATTENTION: Needs special model with new animation sequences (included in the SMC) !!   

set shambler_lightning_beam 0			//  0= use original shambler lightning beam effect     1= use single custom particle shambler lightning beam effect      2= use double (hands) custom particle shambler lightning beam effect

set demon_jump_motion_blur 2			//  0= disabled      Values between "1" and "10" = When demon jumps, his body has an "motion blur" / "tail" effect.  The higher the value, the more subtle/transparent the effect will be. 


/////// Skill-dependencies for monster abilities
set skill_adjusted_soldier_aiming 0			//  0= disabled (original Quake behaviour)     1= Soldier aims better the higher skill you are playing  ( skill 0(easy)= like original Quake    skill 1(normal)= 25% better than original Quake     skill 2(hard)= 50% better than original Quake     skill 3(nightmare)= 75% better than original Quake )
set skill_adjusted_hellknight_projectile_homing 0	//  0= disabled (original Quake behaviour)     1= Hellknight projectiles start to mildly home the higher skill you are playing  ( skill 0(easy)= like original Quake    skill 1(normal)= projectiles home very slightly     skill 2(hard)= projectiles home a little bit more     skill 3(nightmare)= projectiles home stronger )
set skill_adjusted_wizard_projectile_homing 0		//  0= disabled (original Quake behaviour)     1= Wizard projectiles start to mildly home the higher skill you are playing  ( skill 0(easy)= like original Quake    skill 1(normal)= projectiles home very slightly     skill 2(hard)= projectiles home a little bit more     skill 3(nightmare)= projectiles home stronger )
set skill_adjusted_monster_rangedattack_frequence 0	//  0= disabled (original Quake behaviour)     1= Monsters use their range attacks more often  ( skill 0(easy)= like original Quake    skill 1(normal)= 25% more often than original Quake     skill 2(hard)= 50% more often than original Quake     skill 3(nightmare)=  nightmare mode is not changed )

set monster_run_animation_speed_factor 0		//  Set the speed factor of monsters run animations here      0= disabled (original Quake behaviour)      10= 10% faster run animations    20= 20% faster run animations    and so on... Choose any value you want between 0 and 100  (negative values makes them slower :)
set monster_rangedattack_animation_speed_factor 0	//  Set the speed factor of monsters ranged attack animations here      0= disabled (original Quake behaviour)      10= 10% faster ranged attack animations    20= 20% faster ranged attack animations    and so on... Choose any value you want between 0 and 100  (negative values makes them slower :) 
set monster_skip_pain_animation_chance 0		//  Set the chance of not going into pain animation for monsters      0= disabled (original Quake behaviour)      10= 10% chance to skip pain animation     20= 20% chance to skip pain animation    and so on... Choose any value you want between 0 and 100 


// Monster health values
set demon_health 300		// set health value of this monster type.
set dog_health 25		// set health value of this monster type.
set enforcer_health 80		// set health value of this monster type.
set fish_health 25		// set health value of this monster type.
set hellknight_health 250	// set health value of this monster type.
set knight_health 75		// set health value of this monster type.
set ogre_health 200		// set health value of this monster type.
set shalrath_health 400		// set health value of this monster type.
set shambler_health 600		// set health value of this monster type.
set soldier_health 30		// set health value of this monster type.
set tarbaby_health 80		// set health value of this monster type.
set wizard_health 80		// set health value of this monster type.
// zombie health should remain 60


// Monster attack values
set chton_lavaballs 100		// set damage value of this monster type.
set demon_claws 10		// set damage value of this monster attack type.
set demon_jump 40		// set damage value of this monster attack type.
set dog_bite 8			// set damage value of this monster attack type.
set dog_jump 10			// set damage value of this monster attack type.
set enforcer_laser 15		// set damage value of this monster type.
set fish_bite 3			// set damage value of this monster type.
set hellknight_sword 3		// set damage value of this monster type.
set hellknight_missile 9	// set damage value of this monster type.
set knight_sword 3		// set damage value of this monster type.
set ogre_chainsaw 4		// set damage value of this monster attack type.
set ogre_grenade 40		// set damage value of this monster attack type.
set shalrath_missile 40		// set damage value of this monster type.
set shambler_claws 20		// set damage value of this monster attack type.
set shambler_doubleclaws 40	// set damage value of this monster attack type.
set shambler_lightning 10	// set damage value of this monster attack type.
set soldier_gun 4		// (soldiers shotgun has 4 pellets) set damage value of this monster type.
set tarbaby_jump 10		// set damage value of this monster attack type.
set tarbaby_explode 120		// set damage value of this monster attack type.
set wizard_missile 9		// set damage value of this monster type.
set zombie_flesh 10		// set damage value of this monster type.


/////// Monster size adjustments  (I do not recommend to go much higher than 150%)
set demon_size 2     			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set demon_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set demon_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set dog_size 2     			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set dog_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set dog_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set enforcer_size 2			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set enforcer_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set enforcer_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set fish_size 3 			//  0= monster has original Quake size     1= random size between 100% and 125%    2= random size between 100% and 140%     3= random size between 100% and 150%     4= random size between 100% and 170%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set fish_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set fish_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set hknight_size 2			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set hknight_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set hknight_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set knight_size 2			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set knight_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set knight_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set ogre_size 2				//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set ogre_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set ogre_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set shalrath_size 2			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set shalrath_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set shalrath_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set shambler_size 1			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set shambler_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set shambler_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set soldier_size 2 			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set soldier_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set soldier_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set tarbaby_size 3			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set tarbaby_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set tarbaby_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set wizard_size 3			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set wizard_size_influenced_health 0	//  0= monster keep its given health values   1= raise monster´s health according to its size 
set wizard_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size
set zombie_size 2			//  0= monster has original Quake size     1= random size between 100% and 115%    2= random size between 100% and 120%     3= random size between 100% and 125%     4= random size between 100% and 133%     5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-)
set zombie_size_influenced_attack 0	//  0= monster keep its given attack values   1= raise monster´s attack values according to its size


//// Monster random skin color alteration 
set monster_random_skin_color_alteration 1	//  0= disable this feature for all monsters completely     1= use only a slight texture color alteration     2= use a moderate texture color alteration    3= use a strong texture color alteration
set demon_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set dog_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set enforcer_random_skin_colors 1		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set fish_random_skin_colors 1 			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set hknight_random_skin_colors 1		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set knight_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set ogre_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set shalrath_random_skin_colors 1		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set shambler_random_skin_colors 0		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set soldier_random_skin_colors 1		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set tarbaby_random_skin_colors 1		//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set wizard_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)
set zombie_random_skin_colors 1			//  0= do not modify this monster type     1= modify/alter this monster types skin textures randomly (for higher variation in-game)


// Monster corpses properties
set demoncorpsehealth 60	//  "0" = disabled (corpses cannot be gibbed/burned anymore !! = like in original Quake)   "1" = corpses have 1 health point   "2" = corpses have 2 health points   "60" = corpses have 60 health points  ...go as high as you want
set dogcorpsehealth 60		//  same as above
set enforcercorpsehealth 60	//  same as above
set hknightcorpsehealth 60	//  same as above
set knightcorpsehealth 60	//  same as above
set ogrecorpsehealth 60		//  same as above
set shalrathcorpsehealth 60	//  same as above
set shamblercorpsehealth 60	//  same as above
set soldiercorpsehealth 60	//  same as above
set wizardcorpsehealth 60	//  same as above

set demoncorpseburnable 1 	//  "0"= disabled (corpses are gibbable)   "1"= enabled: when shooting this monsters corpses, they start to burn and a mystical, pickable pentagram (can be disabled via other cvar) appears
set dogcorpseburnable 0 	//  same as above
set enforcercorpseburnable 0	//  same as above
set hknightcorpseburnable 1 	//  same as above
set knightcorpseburnable 0 	//  same as above
set ogrecorpseburnable 1 	//  same as above
set shalrathcorpseburnable 0	//  same as above
set soldiercorpseburnable 0	//  same as above
set wizardcorpseburnable 1	//  same as above

set corpseburntime 4			//  sets the burntime (in seconds) when corpses catch fire
set corpseburnpentagram 1		//  "0"= disabled  "1"= enabled:  a magical pentagram appears after corpse have burned out
set corpseburnpentagram_health 5	//  "0"= player receives NO health when touching pentagram     set the amount of health points the player receives when touching the magical pentagram
set corpsekillexplosives 0		//  "0"= corpses are killable/gibbable/burnable with all weapons    "1"= corpses are only killable/gibbable/burnable with explosive weapons (grenade/rocket launcher)


set monster_blood_puddles 1	//  "0"= disabled   "1"= blood puddles are spawned beneath monster corpses.
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 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 gibspinstyle 1		//  "0"= gibs spin around all axis   "1"= gibs only spin around Y-yaw (best for use with custom High Poly gib models)
set heartgib 2			//  "0"= disabled    "1"= spawn additional animated heart gib only when gibbing living (!) monsters   "2"= spawn additional heart gib (but NOT animated) also when gibbing corpses   "3"= spawn additional animated(!) heart gib when gibbing corpses   
set heartgiblifetime 7		//  "0"= heartgib does not beat/pump  "1" = heartgib beats/pumps for 1 second   "2" = heartgib beats/pumps for 2 seconds   ...You can use any value (= seconds) you like !  (default= 7 seconds)
set kickgibs 0			//  "0"= disables kickable gibs+ heads   "1" = enables kickable gibs+ heads     ATTENTION: When using feature "eatablegibs" (see below), gib are no longer kickable

set eatablegibs 0			//  "0"= disabled   "1" = player can  ONLY  "eat" heart gibs to restore some health    "2" = player can "eat" heart gibs AND head gibs to restore some health    "3" = player can "eat" heart gibs AND head gibs AND regular gibs to restore some health    
set eatable_regular_gib_healamount 2	//  Player receives some health when touching/eating gibs     Set the amount of health points for regular gibs (no head gib) here
set eatable_head_gib_healamount 4	//  Player receives some health when touching/eating head gibs     Set the amount of health points for head gibs here
set eatable_heart_gib_healamount 5	//  Player receives some health when touching/eating heart gibs     Set the amount of health points for heart gibs here

set blood_spitting_gibs 1		//  "0"= disabled   "1" = head gibs and regular gibs are still pumping some blood when lying on the floor   


// New animations for original monsters
set soldierreloadanim 1		//  "0"= disabled  "1"= enabled: Soldiers have a certain chance to play the unused weapon-reload-animation.  This has NO affect to the gameplay! The soldier keeps on using ai_stand() or ai_walk() and keeps therefore scanning for player/enemies.
set ogrecheckchainsaw 1		//  "0"= disabled  "1"= enabled: Ogres have a certain chance to play the unused chainsaw-pull-animation to check/start their chainsaw.  This has NO affect to the gameplay! The ogre keeps on using ai_stand() or ai_walk() and keeps therefore scanning for player/enemies.
set knightpray 1		//  "0"= disabled  "1"= enabled: Knights have a certain chance to play the unused kneel-animation instead of standing. Furthermore they will sometimes fall on their knees and pray during patrol and regular standing animation.



////// Multiskin & multimodel related things  (Additional skins/models needed when enabled. Included in attached 'Starter Kit')
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 ogre_additional_particle_effects 1	 //  "0"= disabled (no additional chainsaw particle effects)    "1"= If you ONLY use the original ogre model    "2"= If you ONLY use Tea Monsters Ogre replacement model    "3"= If you use BOTH (original and Tea Monsters) ogre model via multimodel/multiskin feature and have the original model set as 1st model.   "4"= If you use BOTH (original and Tea Monsters) ogre model via multimodel/multiskin feature and have Tea Monsters model set as 1st model. 

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 hknightmultiskin 0		//  same as above
set knightmultiskin 0		//  same as above
set ogremultiskin 0		//  same as above
set shalrathmultiskin 0		//  same as above
set shamblermultiskin 0		//  same as above
set soldiermultiskin 0		//  same as above
set tarbabymultiskin 0		//  same as above
set wizardmultiskin 0		//  same as above
set zombiemultiskin 0		//  same as above



////// New after-death-animations for monsters
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 3			//  "0"= disabled (no death animation effect)  "1"= use ancient ghost effect  "2"= use relieved soul effect  "3"= use vengeance effect  "4"= use grimrock effect   "5"= use 1-3 randomly   "6"= use 1-4 randomly
set demonrandomness 25 		//  "0"= selected death animation will never appear    "30"= selected death animation has a 30% chance to appear    "100"= selected death animation will always (=100%) appear     // use any value you like between 0 and 100 (percentage)
set dog 3			//  same as above
set dograndomness 25	 	//  same as above randomness
set enforcer 3			//  same as above
set enforcerrandomness 25 	//  same as above randomness
set hknight 5			//  same as above
set hknightrandomness 25 	//  same as above randomness
set knight 5			//  same as above
set knightrandomness 20 	//  same as above randomness
set ogre 5			//  same as above
set ogrerandomness 22	 	//  same as above randomness
set shalrath 5			//  same as above
set shalrathrandomness 30 	//  same as above randomness
set shambler 3			//  same as above
set shamblerrandomness 40 	//  same as above randomness
set soldier 5			//  same as above
set soldierrandomness 20 	//  same as above randomness
set wizard 6			//  same as above
set wizardrandomness 25 	//  same as above randomness
set zombie 4			//  "0"= disabled (no death animation effect)  "1"= use Ancient ghost effect   "2"= use Grimrock effect   "3"= use Ancient ghost + Grimrock effect (new mix)   "4"= use all effects randomly
set zombierandomness 20		//  same as above randomness


/////// Burning death animation for monsters:
set burning_monsters_death_animation 30		//  0= disabled   Monsters will catch fire (get inflamed) when killed with explosive weapons (rocket and grenade launcher).  A new after-death animation: Burned to death. They run around in panic. Burning and screaming.   Sets the chance in percent for this feature ("100": always)
set burning_monsters_death_animation_time 4	//  Sets the time in seconds in which the monsters run around in panic (burning and screaming) before they finally die. (when killed with explosive weapons and enabled cvar: 'burning_monsters_death_animation')
set burning_monsters_fade_animation_time 4	//  Sets the burn out time when burning monsters finally collapse.




//////  Gyro related things  (= improved Quake physics)
set gyroset 2			//  "0"= disabled   "1"= only corpse+gibs use gyro  "2"= corpse+gibs+monsters use gyro
set corpsemass 2700		//  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 backpack 2			//  "0"= standard backpacks are NOT shootable, floatable in water, use original model for all    "1"= standard backpacks use gyro and can float on water, use original model for all     "2"= backpacks use custom models for each monster, if selected/enabled via below cvars !!
set backpack_enforcer_custom 1 	//  "0"= use standard/original backpack model for enforcers    "1"= use custom backpack model + sounds for enforcers
set backpack_ogre_custom 1     	//  "0"= use standard/original backpack model for ogres     "1"= use custom backpack model + sound for ogres
set backpack_soldier_custom 1  	//  "0"= use standard/original backpack model for soldiers    "1"= use custom backpack model + sound for soldiers
set backpackmass 1500		//  specify your backpack mass here
set backpackspin 1		//  "0"= backpacks do not spin    "1"= backpacks do spin (original Quake behaviour) 




////// WEAPON related things

set spikelifetime 20			//  sets the lifetime of nails before they start to fade away
set changeweaponsounds 0.7		//  "0"= disabled   "1"= max volume.  Choose any value you want between "0" and "1" for your desired volume. Plays custom change-weapon-sounds, when changing your weapon.
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 weaponandplayertransparency 100	//  Set the percentage how much transparent the view_weapons / player shall be ("100"= fully visible/opaque  "0"= fully invisible/transparent). Choose any value you want between 0 and 100.  ATTENTION: 3rd person view (=chasecam) is also affected !
set invisibleweapons 1			//  "0"= standard Quake (= no visable weapon during invisibility)    "1"= Transparent visable weapons during invisibility 
set shootablebuttonsandsecrets 1	//  "0"= original ID1 behaviour   "1"= they have an own particle effect when shot (not blood anymore)    "2"= they use standard weapon impact particle effect when shot (not blood anymore)    

// Lightning gun (new death effects)
set lightninggun_death_animation 1	// "0"= disabled "1"= Monsters which are killed with lighnting gun, will have a new death animation: Coaled to death. They remain in a pain state until they are shot (or automatically after a set time), they will fall apart.
	 				// 		 "2"= Monsters which are killed with lighnting gun, will have a new death animation: They remain in a pain state and they fade away (in an adjustable time).
set coaled_monster_lifetime 4		// Sets the lifetime of coaled monsters (when killed with lightning gun set to "1") before they fall apart (in seconds).
set coaled_monster_fadetime 2		// Sets the fadetime of coaled monsters (when killed with lightning gun set to "2") in seconds. 

// Use Mage weapon (Hexen-style) instead of Lightning gun
set mage_weapon 0		//  "0"= disabled      "1"= use magical hands weapon (Hexen 1) instead of lightning gun.  ATTENTION: This does NOT not change gameplay, as all weapon, ammo and damage values are identical to lighnting gun !  So you can use it for fun without changing the game itself.

// Weapon damage values
set player_axe 20		// set damage value for the axe.
set player_shotgun_pellets 4	// (shotgun has 6 pellets, doubleshotgun has 14 pellets)
set player_nailgun 9		// set damage value for nailgun nails.
set player_supernailgun 18	// set damage value for supernailgun nails.
set player_grenades 120		// set damage value for grenades radiusdamage.
set player_rocket_impact 100	// set damage value for rockets direct impact.
set player_rocket_radius 120	// set damage value for rockets radiusdamage.
set player_lightninggun 30	// set damage value for lightning gun.

// Weapon recoil
set weapon_aim_jittering 0	//  Add a jittering recoil behavior to fast firing weapons that makes them aim less accurate.    "0"= disabled (Regular Quake gun aim behavior)     "1" =  enable only for nailgun and supernailgun.    "2" =  enable for nailgun, supernailgun and lightning gun.
set pushback 1			//  "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

// Shell casings
set shellcasing 1		//  "0"= disabled   "1"= enabled: shell casing will be ejected when shooting with SG / SSG  
set casinglifetime 20		//  sets the lifetime (in seconds) of shell casings before they start to fade away
set casingejectpos 0		//  adjust the z-position (= height position) of shell casing ejection. Positive values moves eject position up, negative moves them downwards.
set casingejectframe 3		//  set your weapon frame when the casings shall be ejected out of the weapon ("0"= 1st frame (=immediately); "1"= 2nd frame; and so on... until "5"= last frame))
set casingusegyro 1		//  "0"= casings dont use gyro   "1"= casings use gyro  (can be shoot away)
set casingmass 950		//  specify your casing mass here
set casingdropsound 0.22	//  "0"= disabled  "1"= max volume.  Choose any value you want between "0" and "1" for your desired volume.  Casings make a random sound when falling on the floor. 


// View_weapon position settings

/////// move view_weapons to the right side, with fixed model-set and model-position (NOT changeable. Not recommended.)
set weapon_position_right 0		// "0"= original Quake weapon positions   "1"= use a preconfigured set of view_weapon models, which are moved to the right side (like in Quake 2 for example). Together with projectiles and muzzleflashes moved to the right.  "2" uses a set of moved weapon models (EXCEPT Lightning gun !)

/////// set view_weapons fully adjustable for any model !!   (Recommended)
set weapon_position_fully_adjustable 2				//  "0" disabled    "1" allows to fully adjust any weapon and weapon model positions and angles. As well as projectiles and muzzleflashes spawn positions. Including Lightning gun.    "2" allows to fully adjust any weapon and weapon model positions and angles. As well as projectiles and muzzleflashes spawn positions. EXCEPT Lightning gun ! (which remains in the center, due to DP´s lightning bolt movement-fix)
set weapon_position_fully_adjustable_idle_animation 1		//  "0" disabled    "1" enables random idle weapon animation
set weapon_position_fully_adjustable_idle_animation_vigor 0.5	//  Set your animation strength/intensity here.    Values smaller than "0.5" will decrease animation movement/radius (try 0.2).    Values bigger than "0.5" will increase animation movement/radius (try 1).
set weapon_position_fully_adjustable_idle_animation_speed 0.035 //  Set your animation speed here.    Smaller values will increase animation speed (try 0.02).    Bigger values will decrease animation speed (try 0.05).  ATTENTION: When using values bigger than 0.05, animation will start to stutter !
set weapon_position_fully_adjustable_idle_animation_pause 0.07	//  You can make a pause after each random animation frequence.    Smaller values will increase chance to make a pause (try 0.005)     Bigger values will decrease chance to make a pause (ATTENTION: When using values bigger than 0.05, animation will almost never pause !)

/// values behind the "//" in the below weapon positions, are samples for right-handed weapon mode (try them if you want to play with your weapons moved to the right side !)
set weapon_position_fully_adjustable_axe_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_axe_y_offset 0 //-5	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_axe_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_axe_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_axe_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_axe_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_shot1_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_shot1_y_offset 0 //-7 	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_shot1_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_shot1_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_shot1_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_shot1_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_shot2_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_shot2_y_offset 0 //-6	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_shot2_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_shot2_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_shot2_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_shot2_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_nail1_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_nail1_y_offset 0 //-12 	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_nail1_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_nail1_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_nail1_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_nail1_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_nail2_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_nail2_y_offset 0 //-13 	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_nail2_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_nail2_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_nail2_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_nail2_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_gren_x_offset 0		// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_gren_y_offset 0 //-7	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_gren_z_offset 0		// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_gren_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_gren_y_angle 0		// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_gren_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_rock_x_offset 0 //-1	// Move your view_weapon forward / backward with this value
set weapon_position_fully_adjustable_rock_y_offset 0 //-7	// Move your view_weapon left / right with this value
set weapon_position_fully_adjustable_rock_z_offset 0 //-1	// Move your view_weapon up / down with this value
set weapon_position_fully_adjustable_rock_x_angle 0		// Turn your view_weapon up / down with this value
set weapon_position_fully_adjustable_rock_y_angle 0 //-10	// Turn your view_weapon left / right with this value
set weapon_position_fully_adjustable_rock_z_angle 0 //-3	// Turn your view_weapon clockwise / counterclockwise with this value

set weapon_position_fully_adjustable_light_x_offset 0		// Move your view_weapon forward / backward with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)
set weapon_position_fully_adjustable_light_y_offset 0 //-10 	// Move your view_weapon left / right with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)
set weapon_position_fully_adjustable_light_z_offset 0		// Move your view_weapon up / down with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)
set weapon_position_fully_adjustable_light_x_angle 0		// Turn your view_weapon up / down with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)
set weapon_position_fully_adjustable_light_y_angle 0		// Turn your view_weapon left / right with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)
set weapon_position_fully_adjustable_light_z_angle 0		// Turn your view_weapon clockwise / counterclockwise with this value  (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)


set weapon_position_adjustable_projectile_nail1a_offset 3 //10	// Move your Nailgun nail1 left / right with this value
set weapon_position_adjustable_projectile_nail1b_offset -3 //5	// Move your Nailgun nail2 left / right with this value
set weapon_position_adjustable_projectile_nail2_offset 0 //8	// Move your Supernailgun nails left / right with this value
set weapon_position_adjustable_projectile_grenade_offset 0 //6	// Move your Grenades left / right with this value
set weapon_position_adjustable_projectile_rocket_offset 0 //8	// Move your Rockets left / right with this value
set weapon_position_adjustable_projectile_lighting_offset 0 //6	// Move your Lightning bolt left / right with this value (ATTENTION: Only possible when cvar "autocvar_weapon_position_fully_adjustable" is set to "1". Not recommended.)

set weapon_position_adjustable_projectile_casing_offset 2 //8	// Move your casings left / right with this value
set weapon_position_adjustable_muzzleflash_shot1_offset 0 //7	// Move your shotgun muzzleflash left / right with this value
set weapon_position_adjustable_muzzleflash_shot2_offset 0 //6	// Move your super-shotgun muzzleflash left / right with this value
set weapon_position_adjustable_muzzleflash_nail1a_offset 3 //10	// Move your nailgun muzzleflash1 left / right with this value
set weapon_position_adjustable_muzzleflash_nail1b_offset -3 //5	// Move your nailgun muzzleflash2 left / right with this value
set weapon_position_adjustable_muzzleflash_nail2_offset 0 //7	// Move your supernailgun muzzleflash left / right with this value



/////// Medikits + armor + ammo + backpack values
set medikit_small_health 15	// set health restore value of this medikit type.
set medikit_large_health 25	// set health restore value of this medikit type.
set medikit_mega_health 100	// set health restore value of this medikit type.

set armor_green 100		// set armor value of this armor type.
set armor_yellow 150		// set armor value of this armor type.
set armor_red 200		// set armor value of this armor type.

set shells_small 20		// set ammo quanity of this ammo type.
set shells_big 40		// set ammo quanity of this ammo type.
set nails_small 25		// set ammo quanity of this ammo type.
set nails_big 50		// set ammo quanity of this ammo type.
set rockets_small 5		// set ammo quanity of this ammo type.
set rockets_big 10		// set ammo quanity of this ammo type.
set cells_small 6		// set ammo quanity of this ammo type.
set cells_big 12		// set ammo quanity of this ammo type.

set shells_max_capacity 100	// set players max ammo capacity of this ammo type (also affects impulse 9 cheat)
set nails_max_capacity 200	// set players max ammo capacity of this ammo type (also affects impulse 9 cheat)
set rockets_max_capacity 100	// set players max ammo capacity of this ammo type (also affects impulse 9 cheat)
set cells_max_capacity 100	// set players max ammo capacity of this ammo type (also affects impulse 9 cheat)

set backpack_enforcer_cells 5	// set cell amount in this backpack type.
set backpack_soldier_shells 5	// set shell amount in this backpack type.
set backpack_ogre_grenades 2	// set grenade/rocket amount in this backpack type.

set lossless_ammo_pickup 0	//  0= use original Quake rules     1= crates can be "used" multiple times. They only vanish, when they are completely used up. Player will only take out the quantity until his max. capacity limit is reached. The rest remains in crate (see detailed description in  "credits + readme.txt"  subfolder)
set lossless_health_pickup 0	//  0= use original Quake rules     1= crates can be "used" multiple times. They only vanish, when they are completely used up. Player will only take out the quantity until his max. capacity limit is reached. The rest remains in crate (see detailed description in  "credits + readme.txt"  subfolder)
set lossless_backpack_pickup 0 	//  Only affects single player (not multiplayer)   0= use original Quake rules     1= backpack can be "used" multiple times. They only vanish, when they are completely used up. Player will only take out the quantity until his max. capacity limit is reached. The rest remains in backpack (see detailed description in  "credits + readme.txt"  subfolder)



////// Player model and effects
set personal_player_teleporter_guiding 0			//  Start personal_player_teleporter feature with: 'impulse 40' (bind a key to it. See Readme.txt)    cvar values: "0"= disabled (it will always run straight forward)     "1"= enabled (You can guide it by looking left and right. It will run left and right as you look)
set personal_player_teleporter_transparency 0.4			//  Set transparency of personal_player_teleporter.  Valid values: Between "0.1" and "1"

set player_changes_shirt_color_according_to_used_armor 1	//  "0"= disabled    "1"= Player changes shirt color according/depending on used armor (visible in 3rd person view or inside reflecting surfaces in 1st person view).   ATTENTION: Only in single player or coop. Be aware that this feature overrides the shirt color of player. Pants color is not affected.

set 3rd_person_visible_weapons 1  	//  0= disabled   1= Real weapon models (not only multigun) are visible in 3rd person view.  Also known as 'vwep'  (if this cvar is enabled, it will override the  'player_model'  cvar !)

set 3rd_person_extended_ring_effect 0.3	//  Set the transparency of the 3rd person player model when picking the ring of shadows    0= disabled (original Quake eyes-model will be used)     0.3= 30% percent visibility    1= fully visible   Choose any value you want between 0 and 1   (independent to vwep cvar. Also works with regular player model !!!)
set 3rd_person_extended_quad_effect 3	//  add different effects to 3rd person player model when picking quad damage rune     0= disabled     1= player model will be tinted in blue    2= Quake3-style glowing and moving shader around player model    3= effect 1 + 2 together   (independent to vwep cvar. Also works with regular player model !!!) 
set 3rd_person_extended_pent_effect 1 	//  add different effects to 3rd person player model when picking pentagram       0= disabled     1= player model will be tinted in red     2= particle protection-shield is surrounding the player      3= effect 1 + 2 together  (independent to vwep cvar. Also works with regular player model !!!)

set 1st_person_extended_quad_effect 1	//  0= disabled    1= add Quake3-style glowing and moving shader around view-weapon-model when picking quad damage rune  (ATTENTION: To use this effect you need SMC´s "Weapon Pack". If you are using original view-weapon-models or different replacement view-weapon-models, you have to add a second skin !  See SMC readme.txt or look into the SMC´s "Weapon Pack" for more details ) 

set player_model 0			// Only works when cvar '3rd_person_visible_weapons' is disabled !!!   0= use player.mdl / h_player.mdl (=original Quake)    1= use player1.mdl / h_player1.mdl    2= use player2.mdl / h_player2.mdl    3= use player3.mdl / h_player3.mdl     4= use player4.mdl / h_player4.mdl
set player_legs_visibility 1		// 0= disabled   1= player legs are visible in 1st person view when looking down (this setting is for FOV smaller than 100)   2= player legs are visible in 1st person view when looking down (this setting is for FOV between 100 and 110)    3= player legs are visible in 1st person view when looking down (this setting is for FOV higher than 110)
set player_legs_model 2			// 1= use original ID1 player legs when cvar 'player_legs_visibility' is enabled    2= use Ruohis player legs when cvar 'player_legs_visibility' is enabled    
set chasecam_death_view 0		// 0= disabled   1= enable chasecam view during players death animation     ATTENTION: Do not enable this cvar if you play Quake in 3rd person view (chasecam view)  !!

set player_wounded_heartbeat 0.4  	// 0= disabled   If health is 30 and lower players heart starts pumping (gets worse when below 15).   1= max. volume heartbeat sound   (Choose any volume-value you want between 0 and 1)
set player_wounded_aiming 1	  	// 0= disabled   If health is 30 and lower players aiming starts to suffer (gets worse when below 15)
set player_wounded_aiming_reset 0  	// Sets engine cvar:  v_idlescale  to the specified value when players health is not below 30    (some people use a custom value for the engine cvar:  v_idlescale )
set player_wounded_bleeding 1	  	// 0= disabled   1= if health is 40 and lower player starts to bleed (bleeding gets worse when health is below 20)

set taunt_sounds 0			//  "0"= disabled      "1"= Play audio taunt file when killing an adjustable value of monster within 2 seconds      "2"= Play audio taunt file only when GIBBING an adjustable value of monster within 2 seconds 
set taunt_sounds_limit 3		//  Select the quantity of killed/gibbed monsters within 2 seconds (so that the taunt sounds are played).   "1"= only 1 monster must be killed/gibbed within 2 seconds to play the taunt sounds (= always !!)     "2"= 2 monsters must be killed/gibbed within 2 seconds to play the taunt sounds     ...and so on

set war_cry 2				//  Player sometimes shouts out a war cry when in the heat of a tough battle.    "0"= disabled    "1" =  ONLY when equipped with axe    "2" =  ONLY when equipped with axe or nailgun/supernailgun     "3" =  ONLY when equipped with axe or nailgun/supernailgun or lightning gun    "4" =  ONLY when equipped with axe or nailgun/supernailgun or lightning gun or rocket/grenade launcher     "5" =  with all weapons


////// Interactive crosshairs  (ATTENTION: read the descriptions about how to enable them (and how many at the same time))
set weapon_range_crosshair 0		//  Changes crosshair color when aiming at monsters/exploboxes considering individual weapon range     0= disable     1= change crosshair color red/green in 1st person view     2= change crosshair color red/green in 1st and 3rd person view  (ATTENTION: In 3rd person view the crosshair is automagically moved upwards by the engine, so this feature should not be used in 3rd person)  (ATTENTION: Cannot be used together with  "player_health_crosshair"  or  "monster_health_crosshair"  feature !!!)
set player_health_crosshair 0		//  Changes crosshair color according to players health (from green = healthy  to  red = critical health)     0= disabled     1= enabled   (ATTENTION: Cannot be used together with  "weapon_range_crosshair"  or  "monster_health_crosshair"  feature !!!)
set monster_health_crosshair 1		//  Changes crosshair color according to monsters health the player is aiming at (from green = healthy  to  red = critical health)     0= disabled     1= enabled   (ATTENTION: Cannot be used together with  "weapon_range_crosshair"  or  "player_health_crosshair"  feature !!!)

set weapon_specific_crosshair 0		//  Change crosshair according to equipped weapon (every weapon uses its own customizable crosshair)     0= disabled     1= enabled   (ATTENTION: Can be used together with any other intractive crosshair feature except "animated_crosshair" of course)    uses these hardcoded crosshairs:  shotgun uses no.21, double-shotgun uses crosshair no.22, nailgun uses crosshair no.23, supernailgun uses crosshair no.24, grenade launcher uses crosshair no.25, rocket launcher uses crosshair no.26, lightning gun uses crosshair no.27, axe uses NO crosshair (no.0)

set animated_crosshair 0		//  Animates/spinning crosshair when picking up quad-damage     0= disabled     1= enabled   (ATTENTION: Can be used together with any interactive crosshair features except "weapon_specific_crosshair"  of course)   uses these hardcoded crosshairs:  no.31 until no.36   (use cvar:  crosshair_size  to adjust the crosshair size to your personal liking)

set distance_scale_crosshair 0		//  Change crosshair size depending on distance     0= disabled     1= Only change crosshair size when aiming at monsters and explo boxes (depending on distance towards entity)    2= Always change crosshair size (not only when aiming at monsters and explo boxes) (depending on distance towards surface)    (ATTENTION: Can be used together with  any other intractive crosshair feature !!!)
set distance_scale_crosshair_default 1	//  Cvar is only used when feature "distance_scale_crosshair" is enabled.  Set this cvar identical to the engine cvar: "crosshair_size"    (Had to be implemented because I do not want to edit the users config.cfg with this mod)


///// Wizards projectiles and slime pools can poison the player
set wizard_projectiles_and_slime_poison_time 15		//  0= disable this feature completely     Set the maximum poison suffering time for the player in seconds.   Note: When picking up medikits or jump into water, the poison will be cured at once !
set wizard_projectiles_poison_chance 30			//  Set the probability of getting poisoned by wizards projectiles in percent.    10= 10% chance to get poisoned     50= 50% chance to get poisoned    100= Every wizards projectile will poison the player
set wizard_projectiles_and_slime_poison_frequence 3	//  Set the frequence in seconds between poison pains.
set wizard_projectiles_and_slime_poison_damage 1	//  Set the amount of poison damage per frequence.
set wizard_projectiles_and_slime_poison_flicker 1	//  0= disabled     1= poison inflicts a frequent flicker, tinting the complete screen green.


///// Afrits, Carniveans, Hellknights, Reivers, Torments, Warlords projectiles and lava pools can ignite/inflame the player
set fire_projectiles_and_lava_inflame_time 12		//  0= disable this feature completely     Set the maximum burning/suffering time for the player in seconds.   Note: When picking up medikits or jump into water, the burning will be cured at once !
set afrit_projectiles_inflame_chance 25			//  Set the chance of getting inflamed by Afrits projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Afrits projectile will inflame the player
set carnivean_projectiles_inflame_chance 30		//  Set the chance of getting inflamed by carniveans explosive projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every carniveans explosive projectile will inflame the player     ATTENTION: Only projectile type 1 can inflame the player (see cvar: "carnivean_projectile_type").
set hellknight_projectiles_inflame_chance 25		//  Set the chance of getting inflamed by Hellknights projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every hellknights projectile will inflame the player
set reiver_fireball_inflame_chance 30			//  Set the chance of getting inflamed by Reivers fireballs in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Reivers fireball will inflame the player     
set torment_projectiles_inflame_chance 25		//  Set the chance of getting inflamed by torments projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every torments projectile will inflame the player
set warlord_projectiles_inflame_chance 25		//  Set the chance of getting inflamed by Warlords projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Warlords projectile will inflame the player
set fire_projectiles_and_lava_inflame_frequence 2  	//  Set the frequence in seconds between inflame/burning pains.
set fire_projectiles_and_lava_inflame_damage 1		//  Set the amount of burning damage per frequence.
set fire_projectiles_and_lava_inflame_flicker 1		//  0= disabled     1= burning inflicts a frequent flicker, tinting the complete screen red.
set fire_projectiles_and_lava_inflame_particles 1  	//  0= do not use fire particles around player when inflamed     1= use fire particles around player when inflamed



////// Particle effects and model effects
set flying_dust 1			//  "0"= disabled    "1"= enable flying dust particles in non-base Quake maps    "2"= enable flying dust particles in all Quake maps
set flying_dust_quantity 1		//  "0"= disabled    "1"= standard quantity     "2"= double quantity    "3"= triple quantity    go as high as you want...
set flying_dust_type 1			//  "1"= dust     "2"= ember    "3"= snow   "4"= rain

set wizard_projectile_size 0.7		//  Set the size of Wizard´s projectile here (Choose any value you want. "0.1"= very small.  "1"= regular size.  "3"= much bigger)
set wizard_projectile_traileffect 1	//  Choose between 2 different particle trail effects ("1" = subtle like in SMC Ver.3.61  or  "2" intense like in SMC Ver.4.15)

set explosiondebris 0			//  "0"= DONT spawn explosion debris on monsters/players    "1"= spawn explosion debris on monsters/players too

set fleshsplat 1     			//  "0"= disabled   "1"= spawns a small amount of chunks of bloody meat when shooting at enemies (= extra gore)    "2"= spawns a bigger amount of chunks of bloody meat when shooting at enemies    Go as high as you want to increase amount of bloody meat chunks !!   (cvar values bigger than "1" available with SMC v5.60)

set debris 1				//  "0"= disable spawning of debris chunks when exploding boxes detonate  "1"= enable spawning debris chunks when exploding boxes detonate
set kickdebris 1			//  "0"= disable kickable debris chunks from exploding boxes   "1"= enable kickable debris chunks from exploding boxes 

//  DISABLED !   set watersplash 1		//  "0"= disable particle watersplashes   "1"= enable particle watersplashes
set muzzleflash 1     			//  "0"= disable particle muzzleflashes for weapons    "1"= enable particle muzzleflashes for weapons

set flamestyle 2			//  "0" = original polygon flames  "1" = improved sprite flames  "2" = particle flames
//// Use tilted torches
set torch_tilted 1			//  "0"= disabled (regular Quake torches position and angle)   "1"= autodetect the correct angle and distance towards nearest wall and tilt torch accordingly
set torch_tilted_angle 15		//  ... tilt the torch that much.  Value sets the angle.
set torch_tilted_walldistance 9		//  ... position the torch that much away from walls.  Value sets the distance.
set torch_tilted_newmodel 1		//  "0"= use standard model: flame_notop_torch0.mdl      "1"= use new model: flame_notop_torch1.mdl     "2"= use new model: flame_notop_torch2.mdl     "3"= use new model: flame_notop_torch3.mdl     "4"= use new model: flame_notop_torch4.mdl    "5"= use new model: flame_notop_torch5.mdl   (Torch models 4, 5 are NOT included in SMC due to copyright/legal reasons)     

set health 1				//  "0"= use original standard Quake health boxes    "1"= use spinning new custom health model set (except megahealth) ONLY in none-base maps !!     "2"= use NOT-spinning new custom health model set (except megahealth) ONLY in none-base maps !!    
set megahealth 1			//  "0"= use original megahealth in every world   "1"= use original megahealth ONLY in "base" worlds, use new animated heart model in every other world-type   "2"= use new animated heart model in every world-type   "3"= use new first-aid-cross model in every world-type  "4"= use new first-aid-cross model ONLY in "base" worlds and use new animated heart model in every other world

set bloodextension 1			//  "0"= disabled     "1"= use extended blood effects when shooting and gibbing corpses as well as gibbing living monsters

set armorspecialeffect 1		//  "0"= disabled (no particle effects for armor)    "1"= armor powerup models use an eye-catching dynamic particle effect    "2" armor powerup models use a subtle particle effect     

set ammo_health_boxes_angle_randomness 20	// "0"= disable this feature    Values "1" or higher = place all ammo and health (if not spinning custom health models) boxes with random angles on ground. Not always exactly 90°.  Angle variies between +/- value.   ATTENTION: Do not go much higher than "25" or the boxes might leak or overlap into nearby walls or other boxes. That is not a technical problem, only a visual problem.

set teleport_zoom_view 1		// 0= disabled   1= enable view animation, when traveling through teleporters         2= enable view animation PLUS particle effects (particle feature available with SMC v5.60)
set teleporter_particles 3		// 0= disabled   1= enable extra particle effects ONLY in front of regular teleporters     2= enable extra particle effects in front of teleporters AND end-map-teleporters     3= enable extra particle effects ONLY in front of end-map-teleporters
set teleporter_particles_slipgates 3 	// 0= disabled   1= enable "soak in" effect for slipgates (in base maps)    2= enable "rising-stars" effect for slipgates (in base maps)    3= enable "red-fog" effect for slipgates (in base maps)    4= enable combination of "soak in" + "red-fog" effect for slipgates (in base maps)    5= enable combination of "rising-stars" + "red-fog" effect for slipgates (in base maps)



////// Environmental and  Screen effects
set flashlight_type 2				// Use flashlight feature with: 'impulse 30' (bind a key to it. See Readme.txt)   cvar values: choose between 2 different flashlight types ("1" regular and "2" cubemap style)
set flashlight_radius 170			// adjust flashlights light radius for flashlight type 1 here
set flashlight_cubemap_radius 700		// adjust flashlights light radius for flashlight type 2 here
set flashlight_color_brightness_red 1.8		// adjust flashlights light intensity (color red)
set flashlight_color_brightness_green 1.7	// adjust flashlights light intensity (color green)	
set flashlight_color_brightness_blue 1.7	// adjust flashlights light intensity (color blue)	

set psycho 0	 		// Visual screen effect when picking up quad and/or pent   0= disabled  1= enable when picking up quad   2= enable when picking up pent   3= enable when picking up quad OR pent

set earthquake_interval 60	// Sets the MINIMUM interval between earthquakes (the bigger the value, the less eartquakes will appear).  "0"= disabled.    Choose any value you want. I added a randomness of 90 seconds in addition to make it more varying.

// Slowmotion effect settings
set slowmotion 2			// "0" disabled. "1" start slowmotion ONLY when gibbing living monsters. "2" start slowmotion also when gibbing corpses. "3" start slowmotion also at regular killing. "4" start slowmotion also when hurting enemies
set slowmotion_intensity 0.35		// Set the slowmotion / game speed.  "0.33" means 33% of regular time / game speed. (0= totally freeze.  1= normal speed.). Choose any value you want between 0 and 1. (ATTENTION: values > 1 will increase speed)
set slowmotion_duration 2		// Set the slowmotion duration in seconds.  
set slowmotion_randomness_corpse 17	// Sets chance of slowmotion effect appearance when gibbing corpses (0= never.  100= always). Choose any value you want between 0 and 100
set slowmotion_randomness_demon 20	// Sets chance of slowmotion effect appearance for this monster-type (0= never.  100= always). Choose any value you want between 0 and 100
set slowmotion_randomness_dog 17	// same as above
set slowmotion_randomness_enforcer 17	// same as above
set slowmotion_randomness_hknight 20	// same as above
set slowmotion_randomness_knight 17	// same as above
set slowmotion_randomness_ogre 20	// same as above
set slowmotion_randomness_shalrath 25	// same as above
set slowmotion_randomness_shambler 30	// same as above
set slowmotion_randomness_soldier 15	// same as above
set slowmotion_randomness_spider 15	// same as above
set slowmotion_randomness_wizard 15	// same as above
set slowmotion_randomness_zombie 5	// same as above



///////  Other things
set powerupcountdown 2 		//  "0"= disabled   "1"= starts a countdown counter on center-screen when powerups are taken   "2"= starts a countdown counter on top left of 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)
set welcome 1			//  "0"= disabled   "1"= Shows welcome message when starting Quake Single player



///// New potion pickup sounds in your  sound/items  subfolder: 
//  r_item1_potion_small.wav     for small potion
//  health1_potion_medium.wav    for medium potion
//  r_item2_heart_pickup.wav     for big 'heart' megahealth

///// New taunt sounds in your  sound/player  subfolder (they will be used randomly):
// taunt1.wav
// taunt2.wav
// taunt3.wav
// taunt4.wav
// taunt5.wav

