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General Usage:

After downloading and installing CQ3, run Quake3, go to the Mods menu, select CQ3, and click the load button. Alternately, you can just go to the CQ3 folder and execute 'run cq3.bat'. The included maps are named q1dm1-q1dm6 and q2dm1-q2dm8. The optional q2ctf maps are named q2ctf1-q2ctf7. Once you've loaded a map, you need admin privileges, so type "/elect" in the Q3 console. To load any of the configuration files, use "/exec <filename>". It is best to do "/acmd map_restart 0" whenever the game variable "gv_gametype" is changed. Here are a few examples of how to load different game types:

   Quakeworld Deathmatch:
/acmd map q1dm6
/exec q1.cfg
/acmd map_restart 0
   Quakeworld Clan Arena:
/acmd map q1dm3
/exec qwca.cfg
/acmd map_restart 0
   Q2 Deathmatch:
/acmd map q2dm1
/exec q2.cfg
/acmd map_restart 0
   Q2 Capture the Flag:
/acmd map q2ctf1
/exec q2ctf.cfg
/acmd map_restart 0

I did add one server variable: "/g_locked <filename>". This can only be modified through the "/rcon" command or directly from the server console. It locks all game variables listed inside the file to their specified values. For example, if you want to run a server that acts just like normal Q3 and doesn't let anyone change anything, you would enter "/g_locked q3.cfg" in the server console.


Commands:

Some of these commands can only be executed with admin privileges. If a command requires arguments, entering it in the console with no arguments will show usage information. For an example of how to use commands, you could type "/it_replace_closest weapon_railgun" when standing next to a rocket launcher, or you could do "/acmd map q3dm13" to change the map.


Name: Arguments: Description:
cmd_list   Lists these commands in the console.
gv_list   Lists all game variables in console.
cv_list   Prints a list of all client variables to console.
it_list   Lists all item classnames.
gv_toggle <varname> [value1] [value2] With no arguments, loops through all possible values of integer game variables. Otherwise, toggles between two given values.
gv_save [filename] Saves all game variables to a file. If no filename is specified, saves to a file with the name of the map, like q3dm17.cfg.
it_save [filename] Saves all map items to a file. If no filename is specified, saves to mapname such as .\mapitems\q3tourney2.cfg. These files are automatically loaded with the map.
it_drop_rune   If currently carrying a rune, tosses it in front of you.
elect   Calls a vote to get administrative privileges. Once you have admin, you can change any game variables as well as execute admin commands with "/acmd".
acmd <command> [arg1] [arg2] [arg3] ... If you have admin, you can use this command to do things that would normally require the "/rcon" command, such as loading maps and kicking players. Valid arguments are: map_restart <delay time>, map <mapname>, kick <player name>, clientkick <client number>, addbot <botname> [skill 1-5] [team]
ca_force   If someone is delaying the start of a Clan Arena series, this command forces him to become a spectator and the game to begin.
ca_reset   Resets a Clan Arena series.
it_replace_closest <classname> Replace the nearest item with a different type. Use "/it_list" to see a list of all the valid item classnames.
it_remove_closest   Removes nearest item.
it_replace_all <classname1> <classname2> Replace all items that match classname1 with classname2. Use "/it_list" to see a list of all the valid item classnames.
it_remove_all [classname] Removes all items that match classname. If no classname is specified, removes all items from entire map.
it_spawn <classname> <spawnflags> [<origin_x> <origin_y> <origin_z>] Creates an item of type classname. If spawnflags is nonzero, the item floats in mid-air instead of falling to the ground. If no origin is specified, item spawns at your current location.
gv_addLight <radius> <red 0-1> <green 0-1> <blue 0-1> Creates a dynamic light with specified radius and color at your current origin.
startrecord [demoName] Use this command instead of "/record" to record demos. If no demoName is specified, records to a file named from demo0000 up to demo9999.


Client Variables:

These are local variables. Each person can set them to whatever he wants, independently of the server and everyone else. Changing cv_model affects cv_head, cv_torso, cv_legs, and cv_sounds all at once. Since Q3 version 1.29 came out, cl_timeNudge doesn't work any more. This is why I wrote my own lag simulation variable called cv_lag. Unlike cl_timeNudge, though, cv_lag actually adds to your ping on the scoreboard. All client variables can be modified using the console, such as entering "/cv_fov_norm 110".


Name: Default: Min: Max:
cv_model      
cv_sounds sarge    
cv_head sarge    
cv_legs sarge    
cv_torso sarge    
cv_color 0 0 7
cv_lag 0 0 500
cv_crosshair_num 5 0 10
cv_crosshair_size 24 0  
cv_crosshair_x 0    
cv_crosshair_y 0    
cv_crosshair_health 1 0 1
cv_predict_enabled 1 0 1
cv_predict_errorDecay 0.1 0 1
cv_printVarChanges 1 0 1
cv_centerPrintTime 3 0  
cv_autoSwitch 0 0 1
cv_viewSize 100 30 100
cv_fov_norm 90 0.01 160
cv_fov_zoom 40 0.01 160
cv_stereoSeparation 0.4    
cv_teamChat_only 0 0 1
cv_teamChat_time 3 0  
cv_teamChat_height 0 0 8


Game Variables:

These are global variables - they are the same for everyone connected to the server. To change game variables, you must have administrative privileges. If you are running a listen server, you automatically have admin. Otherwise you have to type "/elect" in the console, and you need a majority vote in favor to get it. Then it's just a matter of typing "/gv_gravity 400" in your client console, for example. You can also change a lot of variables at once by executing a config file, like "/exec q2.cfg".

Most of these are self-explanatory. The variables that start with "v_" all have something to do with the rendered view screen, "ca_" stands for Clan Arena variables, "gv_" for misc. game variables, "it_" for items, "inv_" for inventory, "pm_" for player movement, and "w_" for weapons. Combining this with the Q3 console auto-completion makes it easier to find variables. For example, if you want to change how fast ammo respawns, you can type "/it_" then hit the TAB key in the console and it will list all item variables. Then just scroll up and you will find "it_ammo_respawn".

The current game variable configuration is always saved to cq3.cfg, but if you or someone else on the same server changes some variables and you want to save it to a new file, you can do "/gv_save <filename>". This is the process I used to create all the .cfg files that are currently included with CQ3.


Name: Default: Min: Max: Type:
v_draw_timer 1 0 1 integer
v_draw_FPS 1 0 1 integer
v_draw_icons 2 0 2 integer
v_draw_ammoWarning 1 0 1 integer
v_draw_awards 1 0 1 integer
v_draw_kills 1 0 1 integer
v_draw_gun 1 0 3 integer
v_draw_2D 1 0 1 integer
v_draw_statusBar 1 0 3 integer
v_draw_teamOverlay 1 0 3 integer
v_draw_friend 1 0 1 integer
v_draw_attacker 1 0 1 integer
v_draw_chat 1 0 1 integer
v_draw_lagometer 1 0 1 integer
v_draw_crosshairNames 1 0 1 integer
v_draw_scorePlums 1 0 1 integer
v_bob_up 5 0 100 integer
v_bob_pitch 2 0 100 integer
v_bob_roll 2 0 100 integer
v_bob_gun 1 0 1 integer
v_bob_doom 0 0 100 integer
v_simpleItems 0 0 1 integer
v_kick 0 0 1 integer
v_statusBar_center 1 0 1 integer
v_statusBar_scale 1 0   float
v_gun_x 0     float
v_gun_y 0     float
v_gun_z 0     float
v_gun_scale 1 0   float
v_gun_pitch 0 0   float
v_stepTime 0.1 0 1 float
ca_rounds 5 1   integer
ca_sounds 3 1 3 integer
ca_arena 0 0 4 integer
gv_announcer 1 0 1 integer
gv_fps 20 1 125 integer
gv_cheats 0 0 1 integer
gv_gametype 0 0 5 integer
gv_gravity 800     integer
gv_footSteps 1 0 1 integer
gv_jumpEvent 1 0 1 integer
gv_smoothClients 1 0 1 integer
gv_blood 1 0 1 integer
gv_dynamicLight 1 0 2 integer
gv_flashBlend 0 0 1 integer
gv_autocfg 0 0 1 integer
gv_mapcfg       string
gv_scale_world 0 0   float
gv_scale_gravity 1 0.01   float
gv_scale_items 1 0.01   float
gv_scale_players 1 0.01   float
gv_scale_explosions 1 0.01   float
gv_scale_gibSize 1 0.01   float
gv_scale_gibSpeed 1 0.01   float
gv_scale_stepSize 1 0.01   float
gv_scale_shotSize 1 0.01   float
gv_scale_shotSpeed 1 0.01   float
gv_scale_fallHeight 1 0.01   float
gv_scale_knockback 1 0.01   float
gv_scale_runSpeed 1 0.01   float
gv_scale_swimSpeed 0.5 0.01   float
gv_scale_duckSpeed 0.25 0.01   float
gv_scale_stopSpeed 1 0.01   float
gv_scale_jumpSpeed 1 0.01   float
gv_scale_swimUpSpeed 1 0.01   float
gv_scale_waterJumpSpeed 1 0.01   float
gv_scale_teleportSpeed 1 0.01   float
gv_rotateView 1 0 1 integer
gv_upsideDown 0 0 1 integer
gv_door_shootable 1 0 1 integer
gv_door_speed 400 1   integer
gv_door_wait 2 0   integer
gv_door_damage 2 0   integer
gv_time_warmup 0 0   integer
gv_time_inactivity 0 0   integer
gv_time_vote 30 0   integer
gv_time_respawn_min 1.7 0   float
gv_time_respawn_max 20 0   float
gv_synchronousClients 0 0 1 integer
gv_airTime 12 1   integer
gv_trails_smoke 1 0 1 integer
gv_trails_bubble 1 0 1 integer
gv_trails_part_smoke 0 0 1 integer
gv_trails_part_spark 0 0 1 integer
gv_trails_part_blaster 0 0 1 integer
gv_spec_dist 100 0   integer
gv_spec_angle 0     integer
gv_spec_height 8     integer
gv_spec_mode 0 0 2 integer
gv_part_smoke_spacing 16 1   integer
gv_part_smoke_time_norm 1 0   float
gv_part_smoke_time_rand 0.3 0   float
gv_part_smoke_radius 2 0   float
gv_part_smoke_gravity 0     integer
gv_part_smoke_vel_rand 5 0   integer
gv_part_smoke_vel_z 6     integer
gv_part_spark_spacing 16 1   integer
gv_part_spark_time_norm 0.2 0   float
gv_part_spark_time_rand 0.4 0   float
gv_part_spark_radius 2 0   float
gv_part_spark_gravity 400     integer
gv_part_spark_vel_rand 40     integer
gv_part_spark_vel_z 25     integer
gv_part_blaster_spacing 16 1   integer
gv_part_blaster_time_norm 0.2 0   float
gv_part_blaster_time_rand 0.4 0   float
gv_part_blaster_radius 2 0   float
gv_part_blaster_gravity 400     integer
gv_part_blaster_vel_rand 40     integer
gv_part_blaster_vel_z 25     integer
gv_part_expl_enabled 0 0 1 integer
gv_part_expl_dist 20     integer
gv_part_expl_count 100     integer
gv_part_expl_gravity 500     integer
gv_part_expl_time_norm 0.5     float
gv_part_expl_time_rand 1     float
gv_part_expl_radius 2 0   float
gv_part_expl_vel_norm 130     integer
gv_part_expl_vel_rand 200     integer
gv_part_expl_vel_z_norm 100     integer
gv_part_expl_vel_z_rand 100     integer
gv_gib_players 1 0 1 integer
gv_gib_bodies 1 0 1 integer
gv_gib_realHead 0 0 1 integer
gv_gib_trails 1 0 1 integer
gv_gib_serverSide 0 0 1 integer
gv_gib_time_norm 5 0   integer
gv_gib_time_rand 3 0   integer
gv_gib_bounce 0.6 0 1 float
gv_gib_stopSpeed 70 0   integer
gv_gib_radius 2 1 100 integer
gv_gib_vel_norm 250     integer
gv_gib_vel_z 250     integer
gv_gib_directional 0 0 1 float
gv_gib_damage 0 0   integer
gv_markTime 10 0   float
gv_body_max 8 0 32 integer
gv_body_time 10 0   float
gv_player_sounds 3 0 3 integer
gv_player_shadows 1 0 3 integer
gv_player_deferModels 1 0 1 integer
gv_player_forceModel       string
gv_player_width 30 1   integer
gv_player_height 56     integer
gv_player_viewHeight 22     integer
gv_player_crouchHeight 8     integer
gv_player_headScale 1 0   float
gv_player_modelScale 1 0   float
gv_player_gunScale 1 0   float
gv_player_pitchScale 0.75     float
gv_player_fixedAngles 0 0 2 integer
gv_headshot_enabled 0 0 1 integer
gv_headshot_size 10 0   integer
gv_anim_taunt 1 0 1 integer
gv_anim_lean 1 0 1 integer
gv_anim_swingSpeed 0.3 0   float
gv_anim_speed 1 0   float
gv_anim_jump 1 0 1 integer
gv_anim_backflip 1 0 1 integer
gv_anim_swim 1 0 1 integer
gv_team_switchTime 5 0   float
gv_team_autoJoin 0 0 1 integer
gv_team_forceBalance 0 0 1 integer
gv_obituary 3 1 3 integer
gv_knockback_value 1000     integer
gv_knockback_style 3 1 3 integer
gv_knockback_self 2 0 2 integer
gv_knockback_dist 2 1 2 integer
gv_knockback_radius 2 1 2 integer
gv_knockback_lift 1 0 1 integer
gv_damage_enabled 1 0 1 integer
gv_damage_directOnly 0 0 1 integer
gv_damage_feedback 1 0 1 integer
gv_damage_quadFactor 3 0   float
gv_damage_scores 0 0 1 integer
gv_damage_teamMates 0 0 1 integer
gv_damage_self 1 0 1 integer
gv_damage_drowning 1 0 1 integer
gv_damage_lava_time 0.7 0   float
gv_damage_lava_amount 30 0   integer
gv_damage_slime_time 0.7 0   float
gv_damage_slime_amount 10 0   integer
gv_fall_short_speed 7 0   integer
gv_fall_medium_damage 5 0   integer
gv_fall_medium_speed 40 0   integer
gv_fall_far_damage 10 0   integer
gv_fall_far_speed 60 0   integer
gv_pitch_min -90     integer
gv_pitch_max 90     integer
gv_limit_frags 0 0   integer
gv_limit_captures 0 0   integer
gv_limit_time 0 0   integer
gv_max_players 16 1 32 integer
gv_max_clients 20 1 32 integer
it_drop_weapon 1 0 1 integer
it_drop_ammo 0 0 1 integer
it_drop_powerups 0 0 1 integer
it_predict 1 0 1 integer
it_sounds 3 0 3 integer
it_invisible 0 0 1 integer
it_speed_rotate 1     float
it_speed_bob 1     float
it_stationary 0 0 1 integer
it_rune_enabled 0 0 1 integer
it_rune_offset 14     integer
it_health_offset 10     integer
it_health_respawn_norm 35 0   integer
it_health_respawn_mega 35 0   integer
it_health_respawn_timed 0 0 1 integer
it_health_amount_small 5 0   integer
it_health_amount_medium 25 0   integer
it_health_amount_large 50 0   integer
it_health_amount_mega 100 0   integer
it_armor_offset 18     integer
it_armor_respawn 25 0   integer
it_armor_types 0 0 1 integer
it_armor_amount_small 5 0   integer
it_armor_amount_medium 50 0   integer
it_armor_amount_large 100 0   integer
it_weapon_offset 12     integer
it_weapon_oneAmmo 1 0 1 integer
it_weapon_stay 0 0 1 integer
it_weapon_respawn 5 0   integer
it_weapon_machine 40 0   integer
it_weapon_shot 10 0   integer
it_weapon_grenade 10 0   integer
it_weapon_rocket 10 0   integer
it_weapon_lightning 100 0   integer
it_weapon_rail 10 0   integer
it_weapon_plasma 50 0   integer
it_weapon_bfg 20 0   integer
it_ammo_offset 0     integer
it_ammo_respawn 40 0   integer
it_ammo_machine 50 0   integer
it_ammo_shot 10 0   integer
it_ammo_grenade 5 0   integer
it_ammo_rocket 5 0   integer
it_ammo_lightning 60 0   integer
it_ammo_rail 10 0   integer
it_ammo_plasma 30 0   integer
it_ammo_bfg 15 0   integer
it_powerup_offset 20     integer
it_powerup_enabled 1 0 1 integer
it_powerup_delay 45 0   integer
it_powerup_respawn_norm 120 0   integer
it_powerup_respawn_quad 120 0   integer
it_powerup_pentogram 0 0 1 integer
it_powerup_invisibility 0 0 1 integer
it_holdable_offset 16     integer
it_holdable_respawn 60 0   integer
inv_firstBlood 0 0 1 integer
inv_health_amount 100 1 9999 integer
inv_health_degenerate 1 0 1 integer
inv_health_max 100 1 9999 integer
inv_armor_amount 0 0 9999 integer
inv_armor_degenerate 1 0 1 integer
inv_armor_max 100 0 9999 integer
inv_armor_type 0 0 3 integer
inv_armor_save_small 0 0 1 float
inv_armor_save_medium 0.66 0 1 float
inv_armor_save_large 0 0 1 float
inv_ammo_machine 100 0 999 integer
inv_ammo_shot 0 0 999 integer
inv_ammo_grenade 0 0 999 integer
inv_ammo_rocket 0 0 999 integer
inv_ammo_lightning 0 0 999 integer
inv_ammo_rail 0 0 999 integer
inv_ammo_plasma 0 0 999 integer
inv_ammo_bfg 0 0 999 integer
inv_weapon_machine 1 0 1 integer
inv_weapon_shot 0 0 1 integer
inv_weapon_grenade 0 0 1 integer
inv_weapon_rocket 0 0 1 integer
inv_weapon_lightning 0 0 1 integer
inv_weapon_rail 0 0 1 integer
inv_weapon_plasma 0 0 1 integer
inv_weapon_bfg 0 0 1 integer
inv_weapon_grapple 0 0 1 integer
pm_waterJump_type 2 1 2 integer
pm_waterJump_height 4     integer
pm_waterJump_speed 350     integer
pm_speed_run 320 0   integer
pm_speed_strafe 1 0   float
pm_speed_jump 270     integer
pm_speed_stop 100 0   integer
pm_speed_swimUp 0 0   integer
pm_doubleJump 0 0 1 integer
pm_stepSize 18     integer
pm_minNormal 0.7     float
pm_stepUp 0 0 1 integer
pm_airStep 1 0 2 integer
pm_jetpack_enabled 0 0 1 integer
pm_jetpack_vel_max 400     integer
pm_jetpack_vel_add 50     integer
pm_jetpack_energy_max 1000 0   integer
pm_jetpack_energy_add 35 0   integer
pm_jetpack_energy_take 20 0   integer
pm_jetpack_energy_reload 150 0   integer
pm_accel_doom 0 0 1 integer
pm_accel_norm 10 0   float
pm_accel_strafe 1 0   float
pm_accel_air_q1 0 0   float
pm_accel_air_q3 1 0   float
pm_accel_fly 8 0   float
pm_accel_water 4 0   float
pm_friction_norm 6 0   float
pm_friction_water 1 0   float
pm_friction_flight 3 0   float
pm_friction_spectator 5 0   float
pm_duck 1 0 1 integer
w_order       string
w_autoAim 0 0 1 float
w_muzzleFlash 1 0 1 integer
w_readySound 1 0 1 integer
w_brassTime 2.5 0   float
w_allowShoot 1 0 1 integer
w_change_time 0.45 0   float
w_change_noise 1 0 1 integer
w_change_empty 1 0 1 integer
w_gauntlet_name Gauntlet     string
w_gauntlet_model 1 1 10 integer
w_gauntlet_scanHit 1 0 1 integer
w_gauntlet_time_start 0 0   float
w_gauntlet_time_finish 0 0   float
w_gauntlet_time_load 0 0   float
w_gauntlet_time_reload 0.4 0   float
w_gauntlet_time_explode 20 0   float
w_gauntlet_time_prestep 0     float
w_gauntlet_radius 0 0   integer
w_gauntlet_speed 0 0   integer
w_gauntlet_blaster 0 0 1 integer
w_gauntlet_sound 2 0 2 integer
w_gauntlet_damage 50 0   integer
w_gauntlet_knockback 1     float
w_machine_name Machinegun     string
w_machine_useAmmo 1 0 999 integer
w_machine_ammoType 2 2 9 integer
w_machine_drop 0 0 1 integer
w_machine_bullets 1 0   integer
w_machine_sound 4 0 4 integer
w_machine_model 2 1 10 integer
w_machine_damage 7 0   integer
w_machine_time_start 0 0   float
w_machine_time_finish 0 0   float
w_machine_time_load 0 0   float
w_machine_time_reload 0.1 0   float
w_machine_spread_x 200 0   integer
w_machine_spread_y 200 0   integer
w_machine_knockback 1     float
w_machine_tracer_chance 0.4 0 1 float
w_machine_tracer_width 1 0   integer
w_machine_tracer_length 100 0   integer
w_shot_useAmmo 1 0 999 integer
w_shot_ammoType 3 2 9 integer
w_shot_name Shotgun     string
w_shot_model 3 1 10 integer
w_shot_sound 3 0 4 integer
w_shot_damage 10 0   integer
w_shot_time_start 0 0   float
w_shot_time_finish 0 0   float
w_shot_time_load 0 0   float
w_shot_time_reload 1 0   float
w_shot_spread_x 700 0   integer
w_shot_spread_y 700 0   integer
w_shot_bullets 11 0   integer
w_shot_knockback 1 0 1 float
w_grenade_useAmmo 1 0 999 integer
w_grenade_ammoType 4 2 9 integer
w_grenade_teleport 0 0 1 integer
w_grenade_model 4 1 10 integer
w_grenade_sound 3 1 3 integer
w_grenade_missile 2 1 2 integer
w_grenade_damage 100 0   integer
w_grenade_radius 150 0   integer
w_grenade_time_start 0 0   float
w_grenade_time_finish 0 0   float
w_grenade_time_load 0 0   float
w_grenade_time_reload 0.8 0   float
w_grenade_time_explode 2.5 0   float
w_grenade_time_prestep 0.05     float
w_grenade_speed 700 0   integer
w_grenade_bounce 0.65 0 1 float
w_grenade_aim 2 1 2 integer
w_grenade_style 2 1 2 integer
w_grenade_knockback 1     float
w_rocket_model 5 1 10 integer
w_rocket_useAmmo 1 0 999 integer
w_rocket_ammoType 5 2 9 integer
w_rocket_teleport 0 0 1 integer
w_rocket_sound 3 0 3 integer
w_rocket_damage 100 0   integer
w_rocket_explodeOnSky 0 0 1 integer
w_rocket_radius 120 0   integer
w_rocket_speed 900 0   integer
w_rocket_time_start 0 0   float
w_rocket_time_finish 0 0   float
w_rocket_time_load 0 0   float
w_rocket_time_reload 0.8 0   float
w_rocket_time_explode 15 0   float
w_rocket_time_prestep 0.05     float
w_rocket_knockback 1     float
w_lightning_model 6 1 10 integer
w_lightning_name Lightning Gun     string
w_lightning_useAmmo 1 0 999 integer
w_lightning_ammoType 6 2 9 integer
w_lightning_sound 2 0 2 integer
w_lightning_bullets 0 0   integer
w_lightning_spread_x 0 0   integer
w_lightning_spread_y 0 0   integer
w_lightning_damage 8 0   integer
w_lightning_time_start 0 0   float
w_lightning_time_finish 0 0   float
w_lightning_time_load 0 0   float
w_lightning_time_reload 0.05 0   float
w_lightning_time_slow 0 0   float
w_lightning_time_stop 0 0   float
w_lightning_knockback 1     float
w_lightning_range 768 0   integer
w_lightning_discharge 0 0 2 integer
w_lightning_predict 0 0 2 integer
w_rail_name Railgun     string
w_rail_model 7 1 10 integer
w_rail_useAmmo 1 0 999 integer
w_rail_ammoType 7 2 9 integer
w_rail_sound 3 1 3 integer
w_rail_flashWhite 1 0 1 integer
w_rail_damage 100 0   integer
w_rail_time_start 0 0   float
w_rail_time_finish 0 0   float
w_rail_time_load 0 0   float
w_rail_time_reload 1.5 0   float
w_rail_time_trail 1 0   float
w_rail_spiral_enabled 1 0 1 integer
w_rail_spiral_radius 4 0   integer
w_rail_spiral_rotation 1     integer
w_rail_spiral_spacing 5 1   integer
w_rail_core_width 6 0   integer
w_rail_ring_width 16 0   integer
w_rail_ring_dist 32 1   integer
w_rail_knockback 1 0   float
w_plasma_name Plasmagun     string
w_plasma_ammoName Cells     string
w_plasma_useAmmo 1 0 999 integer
w_plasma_ammoType 8 2 9 integer
w_plasma_teleport 0 0 1 integer
w_plasma_sound 3 0 3 integer
w_plasma_model 8 1 10 integer
w_plasma_missile 2 1 2 integer
w_plasma_damage 20 0   integer
w_plasma_radius 20 0   integer
w_plasma_speed 2000 0   integer
w_plasma_time_start 0 0   float
w_plasma_time_finish 0 0   float
w_plasma_time_load 0 0   float
w_plasma_time_reload 0.1 0   float
w_plasma_time_explode 10 0   float
w_plasma_time_prestep 0.05     float
w_plasma_knockback 1     float
w_bfg_model 9 1 10 integer
w_bfg_useAmmo 1 0 999 integer
w_bfg_ammoType 9 2 9 integer
w_bfg_teleport 0 0 1 integer
w_bfg_sound 2 0 2 integer
w_bfg_damage 100 0   integer
w_bfg_radius 120 0   integer
w_bfg_laser_damage 0 0   integer
w_bfg_laser_radius 0 0   integer
w_bfg_explode_damage 0 0   integer
w_bfg_explode_radius 0 0   integer
w_bfg_speed 2000 0   integer
w_bfg_time_start 0 0   float
w_bfg_time_finish 0 0   float
w_bfg_time_load 0 0   float
w_bfg_time_reload 0.2 0   float
w_bfg_time_explode 10 0   float
w_bfg_time_prestep 0.05     float
w_bfg_knockback 1     float
w_grapple_model 10 1 10 integer
w_grapple_sound 2 1 2 integer
w_grapple_predict 1 0 1 integer
w_grapple_damage 0 0   integer
w_grapple_speed 800 0   integer
w_grapple_pullSpeed 800 0   integer
w_grapple_stopDist 16     integer
w_grapple_time_start 0 0   float
w_grapple_time_finish 0 0   float
w_grapple_time_load 0 0   float
w_grapple_time_reload 0.05 0   float
w_grapple_time_explode 10 0   float
w_grapple_time_prestep 0.05     float