set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
set g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_ca_spectate_enemies 0 "allow eliminated players to spectate enemy players during Clan Arena games"
+set g_ca_spectate_enemies 0 "allow eliminated players to spectate enemy players during Clan Arena games. -1 blocks freeroam camera. Changes to this cvar take effect from the next round"
set g_ca_warmup 10 "time players get to run around before the round starts"
set g_ca_damage2score 100 "every this amount of damage done give players 1 point"
set g_ca_round_timelimit 180 "round time limit in seconds"
set g_ca_teams_override 0
set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_ca_teams 0
+set g_ca_prevent_stalemate 0 "when round time ends instead of instant stalemate give round win to the team with most survivors or with the most total health"
set g_ca_weaponarena "most" "starting weapons - takes the same options as g_weaponarena"
set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished: 1 = If ONE flag is no longer stale, 2 = If BOTH flags are no longer stale"
set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
-set g_ctf_dropped_capture_delay 1.5 "autocapture delay when flag is thrown onto the base - counted from throw, not landing"
+set g_ctf_dropped_capture_delay 1 "autocapture delay when flag is thrown onto the base - counted from when the flag lands on the ground"
set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
set g_ctf_flag_damageforcescale 2
set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores"
set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
-set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
+set g_ctf_shield_min_negscore 20 "shield the player from the flag if they've got this negative amount of points or less"
set g_ctf_shield_force 100 "push force of the shield"
set g_ctf_flag_red_model "models/ctf/flags.md3"
set g_cts_finish_kill_delay 2 "kill player this many seconds after stage completion to prevent cheating by starting out with more speed than otherwise possible; set it to 0 to not kill or to -1 to kill instantly"
set g_cts_send_rankings_cnt 15 "send this number of map records to clients"
set g_cts_removeprojectiles 0 "remove projectiles when the player dies, to prevent using weapons earlier in the stage than intended"
+set g_cts_drop_monster_items 0 "allow killed monsters to drop their items"
// ==========================
set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
set g_nexball_delay_idle 10 "maximal idle time before a reset"
set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
-set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
+set g_nexball_delay_collect 0.5 "time before the same player can catch the ball they launched"
set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
set g_nexball_basketball_trail 1 "1 to leave a trail"
set g_nexball_football_trail 0 "1 to leave a trail"