nosave int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music) nosave bool flak_showmenu = true; // show the UT main menu background whenever the menu is open server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions) server bool flak_enforcerreload = false; // enforcer can reload nosave bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs nosave int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color nosave color flak_colorcustom = "00 80 ff"; // custom hud color nosave int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15) // 16 means fully opaque, everything else is just additive with gradually lowering alpha // status is never fully opaque (clamped under 16) // currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically) nosave bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health nosave bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled) nosave bool flak_showammo = true; // show ammo counters nosave bool flak_showfrags = true; // show kill/frag count nosave bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team) nosave float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0) nosave float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8) nosave float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0) nosave bool flak_footsteps = true; // players make footstep sounds nosave bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT) server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking) server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo nosave bool flak_deemershader = false; // fancy blur/grain/tint shader server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage) server bool flak_utmovement = false; // emulate UE1's air/ground movement physics server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement server bool flak_tapdodge = true; // enable double tap dodge (may be cheaty for maps that disallow jumping) server int flak_taptics = 8; // maximum delay in tics between double taps for a successful dodge server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled) server bool flak_nowalkdrop = false; // [GLITCHY] don't drop off ledges while holding walk key server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit) server bool flak_blood = true; // [WIP] use doom tournament blood (disable if using another gore mod) server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod) server bool flak_doomtest = false; // made toggleable due to loud complaints server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line nosave float flak_flashstrength = 1.0; // strength of screen flashes server bool flak_sawammo = false; // chainsaw uses fuel nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying) nosave bool flak_zoomshader = false; // sniper rifle has a scope shader server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup nosave int flak_ambglow = 1; // ambient glow for pickup skins (0: none, 1: normal, 2: high visibility) user int flak_skinteam = -1; // team color for player skin user String flak_cmdoskin = "cmdo"; // skin for Male Commando class user String flak_cmdoface = "blake"; // face for Male Commando class user String flak_fcmdskin = "cmdo"; // skin for Female Commando class user String flak_fcmdface = "ivana"; // face for Female Commando class user String flak_sldrskin = "sldr"; // skin for Male Soldier class user String flak_sldrface = "brock"; // face for Male Soldier class user String flak_armyskin = "army"; // skin for Female Soldier class user String flak_armyface = "lauren"; // face for Female Soldier class nosave bool flak_oldudamage = false; // v220 UDamage skin nosave int flak_oldredeemer = 0; // v220 or v222 Redeemer skin nosave bool flak_oldimpact = false; // v220 Impact Hammer skin server bool flak_oldtloc = false; // v220 Translocator (not a skin, so can't be clientside) nosave int flak_oldpulse = 0; // v222 or v322 Pulsegun skin nosave bool flak_announcer = false; // enable UT announcer nosave float flak_announcervol = 0.5; // volume of announcer nosave bool flak_voices = false; // enable UT taunts nosave float flak_voicevol = 1.0; // volume of taunts