****************************************************
********* client variables and commands ************
****************************************************

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ed_hud <filename>

	- specify hud name in /hud directory, type \realoadHUD after that
	Alternatively you can use in-game hud selection menu instead of that

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ed_font <0|1|2|3>

	0 - default font (Serif)
	1 - DorisPP 
	2 - Liberation Sans
	3 - Zekton Bold

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cg_drawGun <0|1>

	0 - disabled
	1 - normal

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cg_damageEffect <bitmask>

	1 - damage kick
	2 - damage blood blob
	3 - both

	forced by server, client can disable if server allows

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cg_screenshotFormat <formatstring>
cg_autorecordFormat <formatstring>

    specifies file naming scheme for autorecord, screenshotJPG and screenshotTGA commands

    available variables:
	$(date) - DD-MM-YYYY format
	$(rdate) - YYYY-MM-DD format
	$(time)
	$(gametype)
	$(map)
	$(team)
	$(teamname)
	$(server)
	$(name)
	$(sname)

    default: $(name)_$(gametype)_$(map)_$(rdate)_$(time)

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\autorecord

	starts recording demo with name according to cg_autorecordFormat pattern

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\screenshotJPG

	makes screenshot with name according to cg_screenshotFormat

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\screenshotTGA  

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\reloadHUD

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cg_enemyModel [ pm | modelname ]

	sets model for enemies

	"pm" means use current bright colored enemy model if model is known for mod i.e. there is possible to modify model colors
	if model is unknown (like "alien" or so) then it will be forced to "sarge"
	
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cg_teamModel  [ pm | modelname ]

	sets model for your teammates

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color [colorstring]

 colorstring is a 5 char-length string, where 

	1st char - rail rings color
	2nd char - head color
	3rd char - torso color
	4th char - legs color
	5th char - rail core color

	i.e. "\color 12224" will set red railrings, green head/torso/legs and blue railcore

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cg_teamColors [colorstring]

	syntax and values is the same as for color
	! will work corectly only if cg_teamModel is set !

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cg_enemyColors [colorstring]

	syntax and values is the same as for color
	! will work only if cg_enemyModel is set !

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cg_muzzleFlash <0|1>

	0 - disabled
	1 - normal

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cg_smokepuff <0|1>

	0 - disabled
	1 - show shotgun smokepuff

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cg_corpse <0|1|2>

	1 - gray corpses
	2 - gray teammates corpses in ftag

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cg_followKiller <0|1>

	0 - off (default)
	1 - follow killer

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cg_autoaction <bitmask>

	1 - screenshot at map end
	2 - autorecord demos
	3 - screenshot+autorecord

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cg_drawMouse <0|1>

	allows you to easy select and follow players
	by pressing +scores bind [tab] and mouse-clicking
	on reqiured client on scoreboard

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cg_drawNames <0|1>

	draw names to mark your teammates on the level

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cg_country <string>

	set up your 2-char country identifier and scoreboard flag

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cg_bobbing <bitmask>

	1 - weapon bobbing
	2 - fall bobbing
	3 - weapon+fall bobbing

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cg_hitSound <value>

	0 - disabled
	1-4 - play a specific tone
	5 - play different tones based on damage (lower tone = higher damage)
	6 - play different tones based on damage (lower tone = lower damage)

	default is 2

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cg_noMip <bitmask>

    do not reduce texture quality for following effects, bit values:
	1 - lightning
	2 - plasma
	4 - rocket explosion
	8 - grenade explosion
	16 - bullet explosion
	32 - rail disc/core
	64 - bfg explosion
	128 - blood explosion
	256 - smoke

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cg_playerSounds <bitmask>

    local player sounds, server forced to enable, bit values:
	1 = Walking sounds
	2 = Jumping sounds
	4 = Lightning Gun humming
	8 = Railgun humming
	16 = BFG humming
	32 = Weapon switch sounds

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cg_crosshairPulse <0|1>

	pulse crasshair when picking up items/powerups	

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cg_crosshairHitTime <milliseconds>

	time (in ms) to keep corresponding crosshair color (from cg_crosshaitHitColors) after hitting enemy
	set to 0 if you want to disable this feature

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cg_crosshairHitColors

	Variable-size array of chars that specifies crosshair hit colors
	Number of chars specifies number of ranges that 100% damage amount will be splitted on
	Examples:

	"12" - will set color "1" in case of <=50% damage and color "2" for rest damage: 0<1>50<2>100
	"AZM" - will set color "A" for <=33% damage, "Z" for <=66%, and "M" for rest damage: 0<A>33<Z>66<M>100
	 if there will be 4 chars - then damage 100% damage will be split on 4 ranges (0<.>25<.>50<.>75<.>100) 
	and corresponding color will be set for each range and so on

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cg_altLightning <0|1|2|3>

	0 - vanilla LG beam style
	1..3 - alternative LG beam styles

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cg_lightningImpact <0|1>

	0 - disable LG impact sprite

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cg_waterEffects <bitmask>

	bit values:

	1 - Bubble trails
	2 - Field of view warping

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cg_oldGrenade <0|1>

	0 - CPMA grenade models
	1 - old VQ3 grenades
	
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cg_hiResIcons <0|1>

	0 - normal simpleitems
	1 - high resolution simpeitems

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cg_itemFX <bitmask>

	available bit values:

	1 - up-down bobbing
	2 - rotation
	4 - scale-up during spawn

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cg_noBlink <0|1>


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cg_noShow <0|1>

	disables atmospheric effects in Freeze Tag gametype

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cg_noShotgunTrail <0|1>

	disables shotgun trails rendering on client side

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cg_noAmmoChange <0|1>

	1 - don't allow selecting weapons without ammo

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cg_gunOffset

	x,[y,[,z]] - on-hand screen weapon offset

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cg_gunFov


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cg_gunAnimations <bitmask>

    bit values:

	1 = Switching
	2 = Shooting
	4 = Walking
	8 = Jumping

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cg_railTrailTime <milliseconds>

	>= 0 - defined trail time
	-1   - trail time is equal to shotgun/railgun cycle time

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cg_railTrailRadius <units>

    radius for linear dynamic light source, works only in combination with Quake3e engine

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cg_drawChatId <mode[,color]>

    modes:
	1 - round scopes
	2 - round scopes + align 1-gidit ID's
	3 - square scopes
	4 - square scopes + align 1-gidit ID's

    color - scope color, white is default if not specified

    example: cg_drawChatId 1,3  - means yellow round scopes

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cg_teamChatsOnly  <0|1|2>

	controls chat messages that reaches Chat1..8 HUD elements

	0 - All messages appears in chat
	1 - Display messages only from teammates
	2 - Display messages only from teammates + same behavior for Console HUD element

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cg_unlagged <0|1>

	1 - draw fast(unlagged) rail trail client-side, i.e. without waiting server 
	acknowledge/event -- this provides much better 'unlagged' feeling 
	BUT at the same time real(server-acknowledged) trail position may differ _a lot_
	- please take in mind that moment before enabling cg_unlagged feature!

	cvar is non-archived by default so you need to type "\seta cg_unlagged 1" 
	to save it for future game loads

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cg_projectileNudge <0..150>

	nudge enemy projectiles by specified percentage of your current ping

	default is 0 (disabled)

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cg_zoomFov <degrees>

	Field of View (FOV) in zooming mode

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cg_zoomTime <milliseconds>

	zooming time

	0 - instant zoom-in/zoom-out
	default is 150 milliseconds
