alias sv_hook_gamestart_ft
alias sv_hook_gamestart_inv
alias sv_hook_gamestart_duel
-alias sv_hook_gamerestart
+// there is currently no hook for when the match is restarted
+// see sv_hook_readyrestart for previous uses of this hook
+//alias sv_hook_gamerestart
alias sv_hook_gameend
alias sv_vote_gametype_hook_tdm
alias sv_vote_gametype_hook_duel
-// Example preset to allow 1v1ctf to be used for the gametype voting screen
+// Example preset to allow 1v1ctf to be used for the gametype voting screen.
+// Aliases can have max 31 chars so the gametype can have max 9 chars.
// sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on
// sv_vote_gametype_*_name Contains a human-readable name of the gametype
// sv_vote_gametype_*_description Contains a longer description
//set sv_vote_gametype_1v1ctf_type ctf
//set sv_vote_gametype_1v1ctf_name "Capture the Flag Duel"
//set sv_vote_gametype_1v1ctf_description "One vs One match in CTF"
-//alias sv_vote_gametype_hook_all "set g_maxplayers 0"
-//alias sv_vote_gametype_hook_1v1ctf "set g_maxplayers 2"
+//alias sv_vote_gametype_hook_all "g_maxplayers 0"
+//alias sv_vote_gametype_hook_1v1ctf "g_maxplayers 2"
// ===========
set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate"
set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier"
set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius"
-set g_ctf_flag_return_time 15 "automatically return the flag to base after this amount of time"
+set g_ctf_flag_return_time 30 "automatically return the flag to base after this amount of time"
set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)"
set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base"
set g_ctf_flag_return_damage_delay 0 "how much time the flag takes to automatically return to base if it falls into lava/slime/trigger hurt"
set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
-set g_freezetag_round_timelimit 180 "round time limit in seconds"
+set g_freezetag_round_timelimit 360 "round time limit in seconds"
set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
set g_freezetag_teams_override 0
set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
// keepaway
// ==========
set g_keepaway 0 "game mode which focuses around a ball"
-set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
-set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_bckill 1 "points for killing the ball barrier (Ball Carrier Kill)"
+set g_keepaway_score_killac 1 "points for kills while holding the ball (Kill As Carrier)"
set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"