user int stinger_hudmode = 0;	// hud mode
				// 0 - full, large numbers, cummulative armor
				// 1 - full, small numbers, individial armor
				// 2 - all on bottom
				// 3 - bottom corners only, no numbers
				// 4 - minimal display on bottom right corner
				// 5 - minimalistic top hud from 0.871 and up
user int stinger_introtype = 0;	// 0 - unreal '98
				// 1 - unreal '97
				// 2 - unreal '96
				// 3 - unreal '95
server bool sting_telegun = false;	// enable teleport capsules
					// basically this game's own
					// translocator before the translocator
					// even existed
server bool sting_flares = false;	// enable light/dark flares
					// only one can be active at a time
					// for balance and performance reasons
server bool sting_stinger = false;	// unreal bible stinger detonation
					// (projectiles attach to target and
					// explode when hurt by splash damage
					// or when target moves at high speed
					// then comes to a sudden stop)
server bool sting_stingerb = false;	// stinger projectiles bounce up to
					// three times if they don't hit a
					// surface straight on. this was a
					// thing all the way until 0.86
					// strangely, the bBounce flag still
					// remained on the projectile but since
					// then it was hardcoded to explode
					// when it hit a wall anyway
server bool sting_rifle = false;	// old rifle burst altfire
					// three rapid shots
server bool sting_riflel = false;	// old rifle flashlight
					// it's independent from the scope
					// since that mesh part already is...
					// you know... a scope
server bool sting_razor = false;	// razorjack blade charging
					// hold primary fire to increase the
					// spin up to 3x
server bool sting_flamet = false;	// use flamethrower model based on old
					// design and texture rather than the
					// modern redesign
server bool sting_automags = false;	// automag dual wielding
					// oldskool did this, and you'll come
					// to realize that it wasn't a good
					// idea balance-wise
server bool sting_protomags = false;	// protomag dual wielding
					// just for the sake of completion
					// plus the off-hand mag will use the
					// alternate skin
server bool sting_dpistol = false;	// d.pistol altfire always level 0
					// I always found this thing odd about
					// the weapon, but it's very likely
					// that this was kept like this for
					// the sake of balance
server bool sting_pshield = false;	// p.shield does not drain over time
					// this is unbalanced as all hell and
					// it's not recommended to enable the
					// compatibility option unless you are
					// a die-hard purist who despises the
					// change
server bool sting_nopstart = false;	// players start only with the
					// dispersion pistol, otherwise they
					// also get an automag for the sake
					// of consistency with doom defaults
user bool sting_transext = false;	// use an extended translator graphic
					// to fit more text
					// thanks Kynikoss for this, it's much
					// better than the trash garbage mods
					// use
server bool sting_olsmp = false;	// adds the stupid oldskool SMP 7243 to
					// the BFG/Redeemer replacement pool
					// this weapon is dumb, but just for
					// the sake of completion it's there as
					// an option
server bool sting_autoscuba = false;	// SCUBA gear toggles automatically
					// when needed