]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - docs/manual/quake3/Compile_Manual/cfgq3.c
uncrustify! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / docs / manual / quake3 / Compile_Manual / cfgq3.c
index 47e43c80046768c6db84159e87890ce1a6425433..8c3579cee637dc223769ed9ed17d5630c0f41803 100644 (file)
@@ -3,76 +3,76 @@
 // Quake3
 //===========================================================================
 
-#define PRESENCE_NONE                          1
-#define PRESENCE_NORMAL                                2
-#define PRESENCE_CROUCH                                4
+#define PRESENCE_NONE               1
+#define PRESENCE_NORMAL             2
+#define PRESENCE_CROUCH             4
 
 // more bounding boxes can be added if required
 // always minimize the number of bounding boxes listed here to reduce AAS file size
 // for instance if players cannot crouch then it's good to remove the bbox definition for it
 
 //bounding box when running/walking
-bbox   //30x30x56
+bbox    //30x30x56
 {
-       presencetype    PRESENCE_NORMAL
-       flags                   0x0000
-       mins                    {-15, -15, -24}
-       maxs                    {15, 15, 32}
+       presencetype PRESENCE_NORMAL
+               flags           0x0000
+       mins            {-15, -15, -24}
+       maxs            {15, 15, 32}
 }
 
 // bounding box when crouched
-bbox   //30x30x40
+bbox    //30x30x40
 {
-       presencetype    PRESENCE_CROUCH
-       flags                   0x0001
-       mins                    {-15, -15, -24}
-       maxs                    {15, 15, 16}
+       presencetype PRESENCE_CROUCH
+               flags           0x0001
+       mins            {-15, -15, -24}
+       maxs            {15, 15, 16}
 }
 
 // do not forget settings as they might not be defaulted correctly when this cfg is used
 settings
 {
        // physics settings
-       phys_gravitydirection           {0, 0, -1}              // direction of gravity
-       phys_friction                           6                               // friction
-       phys_stopspeed                          100                             // stop speed
-       phys_gravity                            800                             // gravity
-       phys_waterfriction                      1                               // friction in water
-       phys_watergravity                       400                             // gravity in water
-       phys_maxvelocity                        320                             // maximum run speed
-       phys_maxwalkvelocity            320                             // maximum walk speed (set for running)
-       phys_maxcrouchvelocity          100                             // maximum crouch speed
-       phys_maxswimvelocity            150                             // maximum swim speed
-       phys_walkaccelerate                     100                             // acceleration for walking
-       phys_airaccelerate                      0                               // acceleration flying through the air
-       phys_swimaccelerate                     0                               // acceleration for swimming
-       phys_maxstep                            18                              // maximum step height
-       phys_maxsteepness                       0.7                             // maximum floor steepness a player can walk on
-       phys_maxwaterjump                       19                              // maximum height for an out of water jump
-       phys_maxbarrier                         33                              // maximum barrier a player can jump onto
-       phys_jumpvel                            270                             // jump velocity
-       phys_falldelta5                         40                              // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
-       phys_falldelta10                        60                              // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
+       phys_gravitydirection       {0, 0, -1}      // direction of gravity
+       phys_friction               6               // friction
+       phys_stopspeed              100             // stop speed
+       phys_gravity                800             // gravity
+       phys_waterfriction          1               // friction in water
+       phys_watergravity           400             // gravity in water
+       phys_maxvelocity            320             // maximum run speed
+       phys_maxwalkvelocity        320             // maximum walk speed (set for running)
+       phys_maxcrouchvelocity      100             // maximum crouch speed
+       phys_maxswimvelocity        150             // maximum swim speed
+       phys_walkaccelerate         100             // acceleration for walking
+       phys_airaccelerate          0               // acceleration flying through the air
+       phys_swimaccelerate         0               // acceleration for swimming
+       phys_maxstep                18              // maximum step height
+       phys_maxsteepness           0.7             // maximum floor steepness a player can walk on
+       phys_maxwaterjump           19              // maximum height for an out of water jump
+       phys_maxbarrier             33              // maximum barrier a player can jump onto
+       phys_jumpvel                270             // jump velocity
+       phys_falldelta5             40              // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
+       phys_falldelta10            60              // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
        // reachability settings
        // the following are all additional travel times added
        // for certain reachabilities in 1/100th of a second
-       rs_waterjump                            400
-       rs_teleport                                     50
-       rs_barrierjump                          100
-       rs_startcrouch                          300
-       rs_startgrapple                         500
-       rs_startwalkoffledge            70
-       rs_startjump                            300
-       rs_rocketjump                           500
-       rs_bfgjump                                      500
-       rs_jumppad                                      250
-       rs_aircontrolledjumppad         300
-       rs_funcbob                                      300
-       rs_startelevator                        50
-       rs_falldamage5                          300                             // avoid getting 5 damage
-       rs_falldamage10                         500                             // avoid getting 10 damage
+       rs_waterjump                400
+       rs_teleport                 50
+       rs_barrierjump              100
+       rs_startcrouch              300
+       rs_startgrapple             500
+       rs_startwalkoffledge        70
+       rs_startjump                300
+       rs_rocketjump               500
+       rs_bfgjump                  500
+       rs_jumppad                  250
+       rs_aircontrolledjumppad     300
+       rs_funcbob                  300
+       rs_startelevator            50
+       rs_falldamage5              300             // avoid getting 5 damage
+       rs_falldamage10             500             // avoid getting 10 damage
        // if != 0 then this is the maximum fall height a reachability can be created for
-       rs_maxfallheight                        0
+       rs_maxfallheight            0
        // maximum height a bot may fall down when jumping to some location
-       rs_maxjumpfallheight            450
+       rs_maxjumpfallheight        450
 }