-------------------------------------------------------------
AutoDoc - will constantly regenerate your health and armor up to 150 at a rate of 10 points per second.  
Also, any health over 100 gained with the megahealth will not drain away as usual.
Disruptor Shield - cuts all damage you take in half. Effectively makes you twice as hard to kill as normal.  
Another excellent defensive tech. 
Time Accelerator - allows you to fire your weapons twice as fast as normal, as well as cutting the time 
needed to switch weapons in half.  Most useful with the rocket launcher and the railgun.
Power Amplifier - will double the power of all your weapons (except the BFG).  This is perhaps the most 
coveted tech of the four, and if combined with a quad, will make all your shots 8x normal strength!  
Need a command to drop rune
If you drop a tech, you cannot pick up that same tech again until you get killed. 
If you get killed, your tech will be dropped at that spot
Techs that are not picked up after a certain amount of time will automatically respawn elsewhere in the map. 
-------------------------------------------------------------

todo:
- runes
- menu interface for: client vars, game vars, commands


done:
- truncate skin when loading forced sounds
- fixed bug with loading local client info
- w_order: customizable weapon order (doesn't affect key binds)
- allow w_grapple_stopDist to be < 0
- scale item size according to gv_scale_items when v_simpleItems is enabled
- make gv_autocfg work with ctf maps
- add quad on q1dm2
- convert q2 ctf maps (optional download)
- adjust team statusbar background color according to v_statusBar_scale
- q2.cfg: machine gun, q2a.cfg: shotgun
- doom.cfg uses single shotgun, doom2.cfg uses double shotgun
- fixed: when you go backwards while ducked, player model offset is wrong
- create more configs
- change ClientCommand delay from 1.0 to 1.1 seconds
- make gv_additiveLight work with vms
- rename title of q1 maps ("The Abandoned Base", etc.)
- update gfx.shader so ctf rewards show up
- fixed jump pads after switching from upside down mode to normal
- place flags on some of the q1 and q2 dm maps
- print more information about gametypes when "/gv_gametype" is entered with no value
- fixed: returning team flag in q1ctf.cfg crashes server
- fix PM_SetWaterLevel when ducked
- dont jetpack under water
- print "Usage" info if command is entered with no arguments
- gv_addLight: command to add dynamic light at current origin
- adjust item touch origin vertically according to item scale
- never rejoin free team when switching from ffa to teamplay mode
- "red wins" instead of "red leads" on intermission scoreboard
- fixed jump pad bug that was introduced when making cv_lag
- gv_fps: server frames per second
- if a location item is about the same height as player, consider it closer
- ignore location items that aren't in same area as player
- generic locations for maps that don't have any (uses nearby weapons, armor, and powerups)
- rename armors to "Green Armor", "Yellow Armor", and "Red Armor"
- it_drop_powerups
- make jetpack work upside down
- if you hit the floor with jetpack, you should be able to go up immediately
- predict jetpack and other player looping sounds
- if no arguments to gv_toggle and it's an integer, cycle through all values
- improve gv_toggle so it works with floats and strings, and can have arguments (eg. /gv_toggle v_draw_gun 1 2)
- gv_additiveLight: toggle dynamic light type
- cv_lag: works the same as cl_timeNudge used to (/cv_lag 150 will add 150 ms to your ping)
- fixed divide by 0 crash with particle trails and very small spacing
- w_grapple_stopDist: how far away from the grapple point to stop pulling
- if can't stand up, reset origin back to where it was before
- move player model origin adjustment stuff from CG_CalcEntityLerpPositions to CG_Player and CG_Body
- fixed: cant get off bottom of water in doom.cfg
- fixed: radius damage not scaling properly
- fixed: if it_weapon_stay is enabled, dropped weapon pickup prediction is messed up
- fix some more problems with gv_upsideDown
- gv_player_height: origin will always be in the center
- get rid of gv_player_mins and gv_player_maxs
- gv_player_width is now actual width, not radius
- dropped weapons glitchy upside down
- fixed: ejecting brass doesnt bounce in upside down mode
- offset dead bodies when player scale changes
- update all config files with new variables
- waterjump trace distance needs to be scaled
- totally disabled all snapvector stuff: this wastes bandwidth but everything is more accurate
- fixed: view bob up isn't scaled right
- get rid of v_run_pitch and v_run_roll
- fixed: legs still dancing after changing from fixedangles 0 to 2
- gv_scale_world: set all gv_scale_* variables at once
- gv_scale_*: scale lots individual things
- adjust flag height offset
- fixed: dead bodies sink wrong way upside down
- make dead bodies flush with floor in upside down mode
- adjust chat icon for gv_player_modelScale
- fixed ducking in upside down mode
- disable bot rocketjumping because it doesn't work anyway
- g_locked: name of config file that contains locked game variables
- rename items: "Armor Shard" to "Light Armor" and "Armor" to "Medium Armor"
- gv_autocfg: automatically load q1.cfg on q1 maps, q2.cfg on q2 maps, and q3.cfg on q3 maps
- enable autoaim in doom.cfg
- fix all cgame and game compiler warnings
- w_*_ammoType: weapons can share ammo types like in q1 and q2
- rename w_plasma_ammo to w_plasma_ammoName
- q2 chaingun barrel spin up
- fixed: lightning gun isnt doing hit sound in q3 mode
- w_*_useAmmo: amount of ammo taken away per shot
- w_plasma_ammo: custom plasma ammo name
- w_*_name: custom weapon names
- w_plasma_missile and w_grenade_missle: used to be w_plasma_model and w_grenade_model
- w_*_model: each weapon can use any of the 10 weapon models
- it_powerup_invisibility: if enabled, player with invis powerup is completely invisible
- gv_player_fixedAngles: 0 = q3 style, 1 = legs stay vertical, 2 = whole body rotates with angles
- gv_player_pitchScale: player model doesn't rotate as much up/down as view angles
- clean up weapon sound/model stuff
- get rid of serverside marks
- remove all remaining flame thrower code
- fixed: damage scores don't work properly in ffa mode
- w_autoAim: doom auto-aim (for all weapons except lightning bolt)
- v_bob_doom: doom-style weapon bob
- scale some other HUD stuff according to v_statusBar_scale
- get rid of it_loadCustom and add gv_mapcfg: "test" would load/save to mapitems\test\[mapname].cfg
- fix bug with deferring player models
- fix problem with gv_door_shootable not working on all doors
- combine mapitem parsing and gamevar parsing so it works with any cfg file
- dont even try to load player sounds if it's an empty string
- delay some gamevar commands on dedicated server so they dont get ignored
- copy old clientinfo when creating newInfo
- update cfg files with new variables
- w_rail_spiral_*: variables for new rail effect
- changed it_dropAmmo to it_drop_ammo and added it_drop_weapon
- if door anything changes, update all doors
- gv_door_damage, gv_door_speed, gv_door_wait: default door stuff
- gv_shootableDoors renamed to gv_door_shoot
- fix dedicated server chat messages
- dont trigger doors unless fully closed
- clean up cmd and var lists
- force g_synchronousClients 1 (unused variable) for demo recording
- fix "backpack" ammo
- rewrite/clean up model loading stuff, should fix any remaining model/skin loading problems
- dont let gun disappear when too many particles
- it_dropAmmo: dropped weapon also includes ammo (like backpacks)
- w_machine_drop: in q2, machinegun should be a dropped weapon
- gv_jumpEvent: toggle event or server command style player jump sound
- it_holdable_offset and it_holdable_respawn
- adjusted default door speed and wait
- gv_player_gunScale: independent of v_gun_scale
- fixed problem with dedicated server and mouselook getting locked
- organize client and server commands a bit
- gv_list, cv_list, commands: list commands and variables
- weapon size offset according to model, not weapon num
- save status bar and weapon size into .cfg files
- fix sliders on q1dm2
- acmd: admin commands (addbot, map, map_restart, kick, and clientkick)
- fixed: dedicated server doesn't save cq3.cfg
- when a gib hits water, slow down instead of stop
- convert from 1.27 codebase to 1.29
- put all my own functions into separate files
- v_gun_* : adjust view gun position and size
- v_statusBar_* : adjust status bar position and size
- adjust explosion offset according to w_explosionScale
- fixed: fell to his death message messed up
- use different userinfo vars to hopefully fix player model loading problems
- cv_color: "color" is no longer a userinfo variable in the new q3
- switch over to q3 1.29
- fixed: upside down weapon bob is weird
- w_explosionScale
- make q1 particles more like q1
- bfg explosion sound and effect when hit player
- fixed: draw enemy shows the wrong name
- falling damage kick goes wrong way upside down
- steptime doesnt work upside down
- switching upsidedown mode in spec mode 2 = messed up
- fixed: lightning prediction is broken now
- switch swim up/down in upsideDown mode
- grenade stop normal and stop velocity
- shooting the floor in upsideDown should lift
- gv_upsideDown: make it look like everything's upside down
- shouldn't have a teleport effect when someone respawns in qwca
- fixed lightning discharge problems
- tweaked physics for q2 a bit
- non-predicted grapple sounds
- clean up print stuff like when a person connects or changes team
- dont print gamevar changes during initialization or if values haven't changed
- shouldn't get any more model loading errors
- w_missileScale: change size of missiles
- gv_part_*_radius: size of individual particles
- only rotate view if mover = ground entity
- fixed a bug with loading cq3.cfg and empty values
- doom physics, weapon damage, knockback, etc. (not perfect)
- fixed quadfactor for bfg laser damage
- fixed lightning discharge
- fixed bug with it_powerup_enabled after a map_restart
- start, finish, load, and reload time for all weapons
- pm_waterJump_*: more customizable waterjump stuff
- gv_fall_*: more accurate fall height stuff
- it_armor_types and inv_armor_*: different armor types
- max armor and max health
- pm_speed_strafe: only works if pm_accel_doom is enabled
- zig-zagging shouldn't give speed boost
- make rockets do less knockback to others in q2.cfg
- adjust orbb's torso and head pitch when swimming
- no air accel in doom
- fixed: crusher on q2dm6 squishing if you're below
- fixed problem with modelScale z offset when player scale is not 1
- grenades pushed by rotating mover should adjust angles
- fixed: grenades exploding on q2dm6 for no reason
- grenades should bounce off doors if gv_shootableDoors is disabled
- shouldn't be able to waterjump out of lava on q2dm3
- only make bubble noise if pm_speed_swimUp is not 0
- fixed: spectator clipping stuff is weird
- fixed: bug with q2 chaingun
- changed it_bob and it_rotateSpeed to it_speed_bob and it_speed_rotate
- gv_toggle: command to toggle gamevars
- dropped weapons shouldn't be affected by it_weapon_stay
- fixed "chasing: <name>"
- increase q1 rocket damage from 115 to 120
- fixed framerate dependent physics!
- got rid of pm_doubleJump_height
- w_rocket_time_start: for doom rocket delay
- tweak q2 rocket particles
- adjust powerup ring rotation speed according to it_rotateSpeed
- 835 gravity hack to avoid framerate dependent physics in q2.cfg
- fixed bug with dedicated server and electing admin
- pm_accel_doom: stafe-running
- dont walk slower if holding jump or duck
- doom sounds
- change all projectile prestep times to 0 in q2.cfg
- decrease grenade bounce for q2.cfg
- fixed: blaster shouldn't do 'humiliation' sound
- bot aas files for q2 maps
- added 2 machineguns to q2dm1 and removed bfg from q2dm2
- make grenades bounce off moving crates and explode when obstructing
- it_rotateSpeed: q1 and q2 spin slower than q3
- pm_doubleJump_*: double-jumping ala q2
- pm_stepUp: step up stairs even if still have vertical velocity
- a whole bunch of chaingun hacks to make it more like q2
- fixed: legs anim slow down when changing weapon
- rotate player legs and torso when view is rotating with a mover
- CG_CalcMuzzlePoint and CG_Trace: check if ducking
- if backflip is disabled, use normal jump anim when moving backwards
- it_weapon_offset, it_ammo_offset, it_health_offset, it_armor_offset, it_powerup_offset
- fiddled with item scale when respawning a bit
- person getting shot by bfg laser can't see it
- tweaked knockback in q2 mode a bit
- gv_part_blaster_*: blaster particles independent of rocket spark particles
- fixed: players stick to each other from certain sides
- changed cv_predict_items (client-side) to it_predict (server-side)
- fixed: movers that rotate around x or y axis still crush
- rotating door on q2dm5 go all the way down if didn't make it up
- change q2 swimup speed from 60 to 65
- platform to red armor on q2dm5 shouldnt open unless you hit the button
- rotating movers crushing when they're not supposed to
- better client-side mover prediction (not just if standing on top of one)
- fixed bug with gv_shootableDoors
- customizable prestep times for all projectiles
- if lightning shoots bullets, use machinegun ammo
- dont do weapon start, load, finish events unless time
- blaster and chaingun obituary
- bots use blaster as a projectile
- blaster and chaingun
- v_draw_chat: option to turn off chat icon thing
- w_bfg_explode_damage & w_bfg_explode_radius: kill anything within view
- w_bfg_laser_damage, w_bfg_laser_radius: q2 style
- w_bfg_sounds : 1 = q2, 2 = q3
- w_plasma_spinDown and w_bfg_spinUp: delay before/after shooting
- grapple isn't following rotating mover
- fixed: grapple + weapon switch time isn't satisfactory
- gv_shootableDoors: disable normal doors from triggering when shot
- quad door on q3q2dm6 should only open from one side
- levelshots for q1 maps
- rename all q1 and q2 maps to q1dm*.bsp and q2dm*.bsp
- gv_rotateView: rotating movers also rotate player angles
- use attack button instead of EF_FIRING for predicted grapple
- convert q1 and q2 ambient sounds to 22khz
- fixed: movers trypushing messed up
- rotating door on q3q2dm6
- weapon looping sounds aren't correct (EF_FIRING)
- ladder animations
- dont duck while moving down ladder
- movers that crush
- func_water on q3q2dm3 doesn't work
- fixed: the water on q3q2dm4 is really ugly
- the things on q3q2dm6 move down too early
- fixed: one of the movers on q3q2dm3 isn't moving
- q2 ladders and moving platforms
- fixed teleport sound when first enter game
- if mega respawn = 0, wait until health <= 100 + use norm health respawn time
- adjusted grapple pullspeed when close to grapple point
- fixed: grapple sounds were kinda screwy
- dont slide around at bottom of pool
- finally fixed the event bug, using MrE's solution!
- fixed again: gameVar not able to set value ""
- fixed death bubbles when you respawn before they're done
- fix vms so they work (i had a function before vmMain)
- q2 slime texture
- levelshots for q2 maps
- w_grenade_model: 1 = cpma model, 2 = q3 model
- fixed: when treading water you can't move fast
- it_weapon_stay: weapons stay after you pick them up
- v_kick: q2 style weapon kick
- it_bob: items dont bob in q1 mode
- fixed: run roll, pitch, bob, etc.
- convert all mapitem cfgs to new format
- fix auto-loading of custom items
- dont show gametype when loading map
- fixed: bots are shooting teammates in clan arena
- save commands to a file (cq3.cfg) and reload them
- load deferred models if gv_player_deferModels changes
- fixed: lightning effect + predicted lightning + change time = glitchy
- clean up gamevars and admin stuff and other commands
- clean up float strings (remove extra 0's)
- fixed: PVI(whatever, PV_SCORE) is giving me -1
- fix "pv", elect is fuxored for some reason!
- fixed: knockback not working in 2 or 3 knockback style
- test sizeup and sizedown to see if they work
- get rid of missionpack code
- get rid of all cvars and make them into commands!
- use q3 settings as 'default' for gameVar table
- rename all cg_* to cv_*
- fixed: rail into lava = no trail? wtf
- fix sv_cheats so it follows g_cheats properly
- fix the fucking weapon switch animations
- q2 slime / lava time time 0.1 not 0.05
- pm_speed_swimUp : how fast you move toward the surface when you hold jump
- a lot more knockback variables
- fixed: dead body size doesn't scale according to g_player_modelScale
- only check for invalid model once! (otherwise it changes every time they change team)
- make w_allowShoot and w_allow_damage independent of the clan arena allowshoot and allowdamage stuff
- fixed: clan arena countdown is broken
- v_draw_statusBar 1-3: switches icon placement
- sniper rifle sound from team fortress
- grapple sounds
- q2 player enter game noise
- fix so gamevar strings can have spaces (eg. g_player_forceModel "grunt major")
- smooth weapon switching when w_change_time > 0.5
- cleaned up weapon effects when changing weapons with w_change_time > 0
- g_player_modelScale: change model size without bounding box size
- make a q2.cfg
- w_grenade_q1aim -> w_grenade_aim
- q1.cfg and q3.cfg
- get rid of g_q1_*
- it_weapon_oneShot: if you have more than min value, only add 1 ammo
- fixed: g_anim_speed isn't working for all clients
- water affects gravity of fragments even if they started in non-water
- g_damage_fall_short + g_damage_fall_far instead of g_damage_falling
- pain debounce time for q2 lava damage
- lava damage time & lava damage amount
- bots cant get out of water in q1 mode
- g_caSounds: mortal kombat and street fighter clan arena sounds
- fixed water touch sound
- don't adjust bfg's missile model origin
- plasma & bfg teleport
- g_knockback_value and g_knockback_style
- g_obituary: 1 = q1, 2 = q2, 3 = q3
- plasma dynamic light color + sng = wrong
- q3 and q2 have 3 landing sounds, not 2
- finish q2 sounds (male & female custom sounds)
- fix so stuff with "" or spaces works!
- mapitem compressed way to send to server
- lightning sound
- player shadows even when marks are disabled
- fixed: inv_ammo_lightning isn't working
- when you set w_change_time really high, it doesn't interpolate well
- q1, q2, or q3 weapon sounds (example: w_shot_double_sound 1, 2, 3)
- non-gamevar cvars!!!
- a way to execute mapitems and other configs without clients overflowing 
	(queue & send compressed just like the server does when you connect!!!)
- make sure it switches from ssg to sg when machine uses shells
- fix g_q1_weapons and g_q1_sounds so it works properly
- cg_predict_items isn't working properly for powerups
- only print "changed from" with valid previous settings
- g_q1_sounds 
- g_gib_enabled --> g_gib_players and g_gib_bodies
- water death bubbles
- fix water pain/drown/death sounds
- use flash model for tracer origin
- brass moves slower under water
- get rid of "cg_set"
- dont print timelimit etc when connecting (cause it's wrong)
- r_rail* to server-side w_rail_*
- fixed: cg_crosshair_health doesn't work
- fixed: weapon kick angles aren't working
- fixed (i think): jump pads still dont work when player scale is changed
- go through and make sure all cgame and game cvars are implemented
- only reset w_allow_shoot in clan arena mode?
- fixed: machine gun tracers not working
- brass origin & velocity fixed
- brass bounce noise
- fix clan arena (w_allow_* & models & forcemodel)
- forcemodel isn't working properly
- make grapple follow moving platforms
- fix gibs
- grapple disabled if w_allow_shoot is off
- fix the chat stuff
- fix cg_cvars so minValue and maxValue works
- when you pickup a gauntlet, dont add any bloody ammo!
- serverside particles, etc. (but some way to allow clients to have custom settings)
- it_ammo_*
- change a lot of units (msecs to secs and % to scale ratio)
- w_grapple_predict : optional predicted or non-predicted grapple
- get rid of "CG_ImpactMark called with <= 0 radius"
- missile teleporter stuff
- client-side grapple
- jetpack GUI thing
- only do ctf rewards in ctf mode
- fix serverside gib messages / points (again)
- cg_headGibTime : make decapitated head stay
- fix jetpack so it has limited energy
- grapple stick to players
- w_grapple_damage
- rail color shading - external
- fix plasmagun model color
- jetpack
- make rail trail come from muzzle
- custom lightning & plasmagun color
- fixed: 3d icon headsize changes when you change torsomodel
- get rid of CVAR_CHEAT
- g_maxBodies : maximum number of dead body entities
- body shadows
- when you respawn, don't do copytobodyque; create a new entity!
- no falling damage sound if dead
- g_respawnTime
- remove cg_centerGun and add cg_drawGun 2 & 3
- pm_backFlip : backflip animations independent of pm_jumpAnimations
- concatenate "sounds"
- if head knocked off, dont show head on dead body
- g_headGibSize : how much to knock off head with railgun
- "testgib" : knock someone's head off!
- "g_locked" : config file to prevent vars from being changed
- fixed max/min cvar values so it only prints 1 change
- cg_particleSmokeTrails and cg_particleSparkTrails
- overclock video card
- overclock cpu more
- demoplayer mod (for timedemo testing)
- cg_gibBounce
- fixed up some clan arena TeamCount stuff
- fix ranks
- "sounds" : custom player sounds
- load footsteps from proper animation.cfg
- don't force "default" skin
- if all 3 models have been cached already, go ahead and load new client info
- fixed so local client admin works after map_restart
- defer properly
- fixed: when you die cg_thirdPerson 2 gets messed up
- g_animSpeed
- model changes all 3 (torso, legs, head)
- torsomodel, legsmodel, (headmodel)
- fix CG_DrawScores
- g_save command to save cvars
- make it so you can enable self-radius damage in clan arena, etc.
- g_drowningDamage
- ca_damageScores renamed to g_damageScores
- spec spawn in g_arena
- aas files for all ra3 maps except ra3map7 (it has a leak)
- inv_firstBlood: ammo = number of openents
- gib_serverSide
- fixed: bug with scoring method in gib crush whatever
- fixed: can gib other bodies but not your own
- gib death messages
- gibs give frag to the killer, not targ
- adjustable gib size, velocity, damage, etc.
- crushing gibs? think of them as large grenades!
- g_bodySinkTime : dead bodies stay longer
- made admin mode better (local client always has admin and other clients must use /acmd for all commands now)
- print item changes when they're successful (eg it_save)
- fastforward, normal, slowmotion
- fix timenudge so map_restart doesn't reset it
- g_selectEmpty: if no ammo, can't select weapon
- cg_particleSpacing
- inv_grapple_*, w_grapple_*
- cg_gibScale, cg_gibVelocity, cg_gibJump, cg_gibSize
- fixed w_machine_damage bug
- fixed 3dicon ammo model for single shotgun and sng
- it_stationary :  pushers dont move armor on dm2
- adjust x & y for some items prolly by 16 units on dm3
- replace items so it's exactly like q1 on dm3, dm4, and dm6
- load/save config files
- g_loadCustomItems
- make demos not overlap (Strider)
- it_save : command to save items to cfg file
- no longer dependant on the MODELINDEX stuff
- don't print "changed to" messages when just entering (by using "gvs" and "pvs")
- renamed these plus added it_removeall
	- it_spawn
	- it_removeclosest
	- it_replaceclosest
	- it_removeall
	- it_replaceall
- g_crosshairNames : option to disable crosshairname server-side
- key catching stuff for demo playback (Strider)
- cg_defaultSpecViewMode
- changed "sv_cheats" to "g_cheats" so it can be changed in-game
- fix lava so damages quickly like in q1
- itemlist (client-side command)
- change "replace" to "replaceall" and make a "replace" that only replaces the closest item
- spawn floating items ("/spawnitem item_quad 1")
- removeitem : remove nearest item
- spawnitem : a command to spawn custom item at current origin
- g_replace to replace any items with custom items (e.g. /g_replace "weapon_shotgun weapon_railgun")
- fixed say_team in pre-match clan arena mode
- it_powerups (requires map_restart)
- make dm4 exactly like q1
- make team scores work
- rename g_items to g_itemsEnabled because of g_itemSize
- a method for admin to set cgame cvars (e.g. "/acmd cg_set cg_centerGun 0")
- fix admin status getting cleared after map_restart
- admin mode
- fix move distance, velocity, player angles, etc.
- update cfg files for all new settings
- if player model is already cached, go ahead and load it!
- scale item touch according to g_itemSize
- fix touch function so it works like it should (like when you change playersize)
- fix: prediction errors when touching another player
- don't print "has uncommitted" when reset ca
- more particle cvars
- fixed: w_grenade_bounce doesn't print "Server: ... changed to ..."
- get rid of extra 0's before sending VAR_VALUE things
- don't send varType
- get rid of CS_PLAYERS
- fix: when spectating 1st place person it shows me on top of scoreboard
- cg_printVarChanges
- fix it so vms will compile!
- only update ping every 2 seconds
- get rid of G_Q3Settings, etc..
- playerSize minimum 1 not 0
- rotate muzzle flash and machine gun flash
- fixed spaces in stuff like /name "1 2 3"
- rename gameCvars to gameInfo
- GI_JUMPHEIGHT, GI_MOVEDISTANCE, GI_GRAVITY
- get rid of forcedtosuicide
- fixed: killerstats isn't working
- make railtrail endpoint more accurate
- scale gibs and brass and make them rotate
- blue machinegun/sng
- fixed g_speed scaling so it's just like the jump velocity scaling
- fixed cainfo so it won't overflow server commands
- scale the icons above player according to g_playerSize
- g_teamInfo, g_scaleSpeed, g_jumpVelocity
- changed ResetEntity back b/c if you shoot the ground right when you land the rocket explosion gets dropped
- fixed it so you can touch triggers/items even if you're big
- max / min on speed and player lean
- make sure it's not re-playing event after ResetEntity!
- cg_headSize, cg_itemSize
- fixed noclip viewheight
- cg_viewKick for landing and damage
- g_playerSize and renamed pm_viewheight to g_viewHeight
- fixed: w_machine_spread not working
- get rid of low ammo noise in q1 mode
- make qwwaterjump more like it was in qw
- fix lightning ammo models/icons after q3 to q1 and map_restart
- fixed: i think i accidently deleted g_forcerespawn
- fixed: MOD_GRENADE_GIB isn't right
- use a team arena model for sng ammo
- autochange cg_bobroll cg_bobpitch and cg_bobup
- draw cg_lagometer even if localserver
- cg_gunBob
- make cg_stepTime 0 for q1 settings
- g_q1radiusDamage, g_q1obituary
- custom weapon and ammo icons for q1 weapons
- changed back to strider's event fix
- move the "chasing: " message up so it doesn't overlap
- fix ping so it always shows up properly (including timeNudge)
- make it register both types of ammo even if it gets replaced with the other kind in g_spawn
- re-register machine gun and plasma gun models when g_q1weapons is changed
- use /startrecord instead of /record for demos
- cg_centerPrintKills
- make bots not aim low with sng
- made lightning bolt a little more accurate when you're crouching
- make weapons ALWAYS give 5 ammo (not 1)
- grenades into sng ammo
- make rockets and grenades share like shells and bullets
- get rid of inv_supernailgun and inv_singleshotgun
- make sg and ssg share ammo and replace all bullets with plasma cells
- make ssg use 2 bullets again
- g_q1weapons instead of separate weapons for sg and sng
- fix double event like MrE did
- if you run out of rockets it should switch to ssg not sg
- dont drop single shotguns!
- make spectator spawn in same arena for ra3
- cells into lightning ammo
- g_plasmaSuperNailGun, g_hitBeeps
- trajectory with local gravity
- particles
- q1 items via it_* cvars as well as the usual g_quadfactor and g_weaponrespawn
- fixed gameCvars getting cleared on vid_restart
- made it work on ra3 maps and using g_arena to select the arena to play in
- made barrel show up for sng
- ammo warning disabled by default in q1 mode
- start with custom settings by default (single shotgun in q1 and machine gun in q3)
- make it beep in pre-match mode clan arena
- change the plasma gun on dm3 to a sng
- g_fallingDamage, g_selfRadiusDamage
- fix timenudge so it's not hax0rable
- fixed bug with spectator prediction
- cg_q1settings, cg_q3settings, cg_defaultsettings, cg_autoChangeSettings
- changed pm_airstepmove (0 = slidemove, 1 = stepmove like q3, 2 = stepmove + you can bunny hop up stairs)
- g_maxPitch, g_minPitch, w_grenade_q3style, w_grenade_q1aim
- g_defaultsettings, pm_crouch, pm_viewHeight
- sng and machine gun share same type of ammo
- w_shot_doubleAmmo
- shotgun and ssg should use the same type of ammo but 1 or 2 shells
- q1 supernailgun and shotgun (along with all the w_supernail_* and w_singleshot_*
- made it send cvar updates all at once instead of individually
- g_playerWidth, g_q1settings, g_q3settings
- tracer and "ping" noise for bullets (but only when w_machine_bullets == 1)
- no more serverinfo!
- fixed q3 bug: duplicate entity events
- fixed q3 bug: shotgun pattern not sync'd
- rail dlight flash matches ci->color now
- cg_playerLean, cg_middleGun
- free rotating angles with cg_thirdPerson on while watching demos
- g_direct
- ignore warmup countdown in clan arena (for map_restart)
- fixed: if you suicide before series starts you lose a frag
- fixed a bug with scoreboard
- changed the way dead and oldTeam goes from server to client
- make cl_timenudge show up on scoreboard
- fixed it so other peoples railguns dont flash whenever you shoot
- random effects colors for bots
- fixed: if you press attack while the person you're following is dead it glitches
- g_items
- max / min for all cvars (especially inv_health)
- g_forceRangerModel
- inv_machineGun, inv_rocketLauncher, inv_railGun, etc.
- cg_bubbleTrails for bullets and shotgun under water
- bubbles when drowning
- pm_swimAnimations, cg_weaponReadySound
- fixed bug: lightning is shooting 1 cell when discharge!
- nomarks and nodlight on dm3 water
- random grenade axis of rotation
- made grenade angles not get reset when they stop moving
- made grenade rotation work better
- improved lightning bolt start/stop prediction for cg_trueLightning
- make it not do a lightning bolt when you discharge
- inv_health_degenerate, inv_armor_degenerate
- w_lightning_discharge (0 = none, 1 = lose ammo but no damage, 2 = kill lots of people)
- inv_startWithCustom
- made it so legs rotate according to move dir when swimming
- pm_jumpAnimation, w_lowerTime, w_raiseTime, w_changeNoise, g_switchTeamTime
- cg_railFlashWhite, pm_footSteps
- cg_smokeTrails (0 = none, 1 = smoke puffs, 2 = bubbles)
- made grenades bounce like they do in q1/qw
- fixed q3 bug: hitscan weapons dont work when target is standing on top of attacker
- pm_airstepmove, pm_qwwaterjump, w_rocket_explodeOnSky
- w_machine_teamdamage and pm_spectatorfriction
- fixed bug: when you win series if you were spectating someone it doesnt play the sound
- fixed q3 bug: players bounce sometimes!
- cg_stepTime for smoothing stair climbing (0 = qw, 200 = q3, 100 = good)
- different noise when the round is a draw
- make items respawn randomly
- make it stay in follow mode when cycle chasecam
- made smoother transitions between ducking and standing in third person pov
- finally fixed the 999 bot ping bug!
- make elevators on dm3 work better
- cg_drawGun railgun model uses ci->color now
- dont print killer stats when following someone that gets killed
- make bots stop shooting at dead/invisible people
- changed player width back to 15 instead of 16 (bots getting stuck at SNG)
- dont drop weapons in clan arena
- fixed bug: when you're spectating and both people die (ie. draw) it goes wacky (switching back & forth every frame)
- made it so you dont lose points in clan arena when you die in lava etc.
- fixed so you can vote on ca_rounds and ca_damageScores now
- ignore timelimit fraglimit and capturelimit in clan arena
- make it so you can free rotate camera when dead
- make clan arena a separate g_gametype (5)
- made spawn points more random
- add a cg_trueLightning 2
- fix it so bots start out with a real weapon!
- make server auto-reset sometimes
- make sure it's not possible to respawn when you shouldn't be able to
- make it print stuff like "following: <name>" and "chasing: <name>"
- fixed q3 bug: cg_thirdPerson and spectator follow shows wrong torso frame
- made chasecam & fixed bug with view angle going past +90 / -90
- fix it so you can do /callvote inv_health 50
- added some checks to make sure things don't get messy
- make voting commands like "ca_force" and "ca_reset"
- added commands: ca_force, ca_reset; and cvars: ca_damageScores and ca_rounds
- telefrags only occur while match is in session
- make it automatically force series to start if someone has been holding up for 20 secs
- fixed bug with cg_trueLightning
- make it so they can't play until next round after joining a team
- lightning discharges under water (but does no explosion damage)
- changed "join game" to "uncommit" in UI
- changed player animations
- grenades bounce off of and rockets explode on sky
- instant + silent switch weapons
- instant respawn + jump button to respawn
- no footsteps
- changed falling damage
- start with 100 health
- armor & health don't degenerate, and armor protection increased
- modified knockback velocity
- smoke trails changed to bubbles
- slope jumping
- stair jumping
- decreased view height
- increased player width
- water physics
- air physics
- gasp sound only if > 3 seconds under water
- less lava damage
- made bots work with no items
- quite a few cmds
- lots of cvars


bugs that can't be fixed(?):
- bot rocketjumping is broken, they just stand there staring at the floor
- listen server client invisible sometimes (record and map_restart fix it)
- dedicated server ignore client commands (1 second from last client command time)
- person running listen server sees all other clients as choppy

q3 bugs:
- fixed: framerate dependent physics (caused by snapping ps->velocity after pmove)
- fixed: players feel sticky sometimes (caused by snapping ps->origin to s->pos.trBase)
- fixed: client shotgun pattern not sync with server shotgun pattern
- fixed: duplicate entity events
- fixed: hitscan weapons dont work when target is standing on top of attacker
- fixed: cg_thirdPerson and spectator follow shows wrong torso frame
- fixed: players bounce sometimes
- fixed: legs dont rotate when swimming
- fixed: grenades angles getting reset when they stop bouncing
- fixed: grenades rotating off-center
