echo Executing ReGameDLL Configuration File
// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0
// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"time
mp_autoteambalance 1
// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
// 0 - disable buy
//
// Default value: "1.5"
mp_buytime 0.25
// The maximum allowable amount of money in the game
// NOTE: Allowable money limit is 999999
//
// Default value: "16000"
mp_maxmoney 16000
// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "0"
mp_round_infinite 0
// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_roundover 0
// Number of seconds to delay before restarting a round after a win.
//
// Default value: "5"
mp_round_restart_delay 5
// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
//
// Default value: "0"
mp_hegrenade_penetration 0
// Drop a grenade after player death
// 0 - disabled
// 1 - drop one the grenade
// 2 - drop an everyone grenades
//
// Default value: "0"
mp_nadedrops 0
// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
//
// Default value: "20"
mp_roundrespawn_time 20
// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons 0
// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
//
// Default value: "0"
mp_refill_bpammo_weapons 0
// Sets the mode infinite ammo for weapons
// 0 - disabled (default behaviour)
// 1 - weapon clip infinite
// 2 - weapon bpammo infinite (This means for reloading)
//
// Default value: "0"
mp_infinite_ammo 0
// Enable infinite grenades
// 0 - disabled (default behaviour)
// 1 - grenades infinite
//
// Default value: "0"
mp_infinite_grenades 0
// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 0
// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 0
// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0
// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 22
// Players will automatically respawn when killed.
// 0 - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0
// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
//
// Default value: "1"
mp_hostage_hurtable 0
// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
//
// Default value: "1"
mp_show_radioicon 1
// Show scenario icon in HUD such as count of alive hostages or ticking bomb.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
mp_show_scenarioicon 0
// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 0
// Sets the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
//bot_deathmatch 0
// Determines the type of quota.
// normal - default behaviour
// fill - the server will adjust bots to keep N players in the game, where N is bot_quota
// match - the server will maintain a 1:N ratio of humans to bots, where N is bot_quota
//
// Default value: "normal"
//bot_quota_mode "normal"
// Prevents bots from joining the server for this many seconds after a map change.
//
// Default value: "0"
//bot_join_delay 0
// Prevents bots on your server from moving.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
//bot_freeze 0
// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0
// When players can hear each other.
// Further explanation:
s1lentq/ReGameDLL_CS
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 1
// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300
// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch 1
// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"
// Enable effects on player spawn protection
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime)
//
// Default value: "1"
mp_respawn_immunity_effects 0
// Force unset spawn protection if the player doing any action.
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_respawn_immunity_force_unset 1
// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_kill_filled_spawn 0
// Allow use of point_servercommand entities in map.
// NOTE: Potentially dangerous for untrusted maps.
// 0 - disallow
// 1 - allow
//
// Default value: "0"
mp_allow_point_servercommand 0
// Show 'HP' field into a scoreboard
// -1 - disabled
// 0 - don't send any update for 'HP' field to any clients
// 1 - show only Terrorist 'HP' field to all clients
// 2 - show only CT 'HP' field to all clients
// 3 - show 'HP' field to teammates
// 4 - show 'HP' field to all clients
// 5 - show 'HP' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showhealth 3
// Show 'Money' field into a scoreboard
// -1 - disabled
// 0 - don't send any update for 'Money' field to any clients
// 1 - show only Terrorist 'Money' field to all clients
// 2 - show only CT 'Money' field to all clients
// 3 - show 'Money' field to teammates
// 4 - show 'Money' field to all clients
// 5 - show 'Money' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showmoney 0
// Show 'D. Kit' field into a scoreboard for teammates
// NOTE: If you don't want to show defuse kit field for dead enemies
// then disable this CVar or configure mp_forcecamera
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_scoreboard_showdefkit 1
// How much to reduce damage done to teammates when shot.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_bullets "0"
// How much to reduce damage done to teammates by a thrown grenade.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.25"
ff_damage_reduction_grenade "0"
// How much to damage a player does to himself with his own grenade
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "1.0"
ff_damage_reduction_grenade_self "1.0"
// How much to reduce damage done to teammates by things other than bullets and grenades.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_other "0"
// Player that have never moved sience they last move
// will drop the bomb after this amount of time. (in seconds).
// 0 - disabled
// >5.0 - delay to drop
//
// Default value: "0"
mp_afk_bomb_drop_time "0"
// Delay between player Radio messages. (in seconds).
// 0 - disable delay
//
// Default value: "1.5"
mp_radio_timeout "1.5"
// Maximum Radio messages count for player per round.
// 0 - disable radio messages
//
// Default value: "60"
mp_radio_maxinround 60
// When set, players can buy anywhere, not only in buyzones.
// 0 - disabled
// 1 - both teams
// 2 - only Terrorists team
// 3 - only CT team
//
// Default value: "0"
mp_buy_anywhere 0
// Don't unduck if ducking isn't finished yet.
// NOTE: This also prevents double duck.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_unduck_method 0
// Whether this map should spawn a C4 bomb for a player or not.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_give_player_c4 1
// When set, map weapons (located on the floor) will be shown.
// NOTE: Effect will work after round restart.
// 0 - hide all map weapons
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_weapons_allow_map_placed 1
// Observer's screen will fade to black on kill event or permanent.
// 0 - No fade
// 1 - Fade to black and won't be able to watch anybody
// 2 - fade to black only on kill moment.
//
// Default value: "0"
mp_fadetoblack 0