nosave int sting_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
nosave int sting_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 3 levels
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 absorbs damage instead of
					// individual hits, like in vanilla.
					// note that this will make it less
					// useful as an invulnerability
					// replacement
server bool sting_pshield2 = true;	// p.shield does not drain over time
					// when in vanilla mode, this was in
					// fact a bug that never got fixed, but
					// everyone is used to it so I made it
					// toggleable
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
nosave 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 = true;		// 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_msentry = true;	// allows the new Minigun Sentry, which
					// is an original creation for this mod
server bool sting_abonus = true;	// allows the armor bonus pickup, which
					// is also original for this mod
server bool sting_dubious = false;	// allows weapons of dubious origin
					// (Demolisher, Razorclaw, Autocannon)
server bool sting_autoscuba = true;	// SCUBA gear toggles automatically
					// when needed
server bool sting_ehold = false;	// eightball can be held fully loaded
					// for up to 2 seconds
server bool sting_bhold = false;	// biorifle can be held fully loaded
					// for up to 2 seconds
server bool sting_razoraim = false;	// razorjack alt follows aim instead of
					// being steered by player rotation
server bool sting_biosplash = false;	// biorifle alt splashes like in ut
server bool sting_flametspread = false;	// targets on fire spread the flames
					// to anyone nearby (may be op)
server bool sting_impself = false;	// disable impaler beam self-hit
nosave bool sting_zoomshader = true;	// rifle scope shader
server bool sting_proto = false;	// allow prototype content
server bool sting_allsuits = false;	// allow the player to wear all three
					// types of suits simultaneously
					// (this is very unbalanced)
server bool sting_peacehome = false;	// peacemaker doesn't home in on owner
					// or friendlies

user String sting_female1skin = "Gina";	// player skins go here
user String sting_female2skin = "Sonya";
user String sting_male1skin = "Kurgan";
user String sting_male2skin = "Ash";
user String sting_male3skin = "Dante";

nosave int sting_altbetamag = 0;	// betamag uses alternate skin (2: only right hand, 3: only left hand)
nosave bool sting_altflamet = false;	// flamethrower uses alternate skin
nosave bool sting_olddpistol = false;	// old, darker Dispersion Pistol skin
nosave int sting_oldbrifle = 0;		// old, darker Biorifle skin (or 2: "napalm gun" skin)
nosave bool sting_oldtarydium = false;	// old, darker Tarydium Shard skin
