// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 0
set g_projectiles_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.7
set g_projectiles_newton_style_2_maxfactor 5
set g_projectiles_spread_style 0
set g_balance_grenadelauncher_reload_ammo 0 //default: 12
set g_balance_grenadelauncher_reload_time 2
// }}}
-// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_primary_damage 65
set g_balance_hook_secondary_health 0
set g_balance_hook_secondary_damageforcescale 0
// }}}
-
-
-
-
-
-
-// }}}
-// }}}
// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05