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practice.cfg
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practice.cfg
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echoln "[practice.cfg] Start of practice.cfg";
echoln "[practice.cfg] ";
echoln "[practice.cfg] Loading...";
echoln "[practice.cfg] Fin's CS2 Practice Config 2.0.0";
echoln "[practice.cfg] steamcommunity.com/id/bigfinfrank";
echoln "[practice.cfg] Last edited: July 27th 2024";
echoln "[practice.cfg] ";
echoln "[practice.cfg] {1} Hiding server from community browser";
sv_cheats "true"; // Allow cheats on server
sv_tags "hidden"; // Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_visiblemaxplayers "0"; // Overrides the max players reported to prospective clients
echoln "[practice.cfg] {2} Adjusting server branding";
hostname "Private practice server by /id/bigfinfrank"; // Hostname for server.
motdfile "motd.txt"; // The MOTD file to load.
echoln "[practice.cfg] {3] Securing the server";
exec "./server_secrets.cfg";
hostname_in_client_status "false"; // Show server hostname in client status.
rcon_connected_clients_allow "false"; // Allow clients to use rcon commands on server.
tv_advertise_watchable "false"; // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
echoln "[practice.cfg] {4} Adjusting log settings";
con_enable "true"; // Allows the console to be activated.
developer "2147483647"; // Set developer message level. ( See https://developer.valvesoftware.com/wiki/Developer )
mp_logdetail "3"; // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
mp_logdetail_items "true"; // Logs a line any time a player acquires or loses an item.
mp_logmoney "true"; // Enables money logging. Values are: 0=off, 1=on
sv_log_onefile "true"; // Log server information to only one file.
sv_logbans "true"; // Log server bans in the server logs.
sv_logecho "true"; // Echo log information to the console.
sv_logfile "true"; // Log server information in the log file.
sv_logflush "false"; // Flush the log file to disk on each write (slow).
sv_logsdir "logs"; // Folder in the game directory where server logs will be stored.
sv_record_item_time_data "true"; // Turn on recording of per player item time data into the server log.
echoln "[practice.cfg] {5} Changing game mode to competitive";
game_alias "competitive"; // Set the configuration of game type and mode based on game alias like "deathmatch".
game_mode "1"; // The current game mode (based on game type). See GameModes.txt.
game_type "0"; // The current game type. See GameModes.txt.
sv_competitive_minspec "true"; // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_skirmish_id "0"; // Dedicated server skirmish id to run
echoln "[practice.cfg] {6} Forcing bots off";
bot_allow_grenades "false"; // If nonzero, bots may use grenades.
bot_allow_machine_guns "false"; // If nonzero, bots may use the machine gun.
bot_allow_pistols "false"; // If nonzero, bots may use pistols.
bot_allow_rifles "false"; // If nonzero, bots may use rifles.
bot_allow_rogues "false"; // If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands,
bot_allow_shotguns "false"; // If nonzero, bots may use shotguns.
bot_allow_snipers "false"; // If nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns "false"; // If nonzero, bots may use sub-machine guns.
bot_chatter "off"; // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
bot_dont_shoot "true"; // If nonzero, bots will not fire weapons (for debugging).
bot_ignore_enemies "true"; // If nonzero, bots will ignore enemies (for debugging).
bot_ignore_players "true"; // Bots will not see non-bot players.
bot_kick "all"; // Kicks a specific bot, or all bots, matching the given criteria. <all> <t|ct> <type>
bot_quota "4"; // Determines the total number of bots in the game.
bot_quota_mode "normal"; // Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fil
bot_stop ""; // Turns off all bot AI <1|all> | <not_bomber> | <t> | <ct>
bot_zombie "false"; // If nonzero, bots will stay in idle mode and not attack.
sv_ignoregrenaderadio "true";
echoln "[practice.cfg] {7} Changing networking settings";
rate "1000000"; // Min bytes/sec the host can receive data
sv_lan "false"; // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_maxrate "1000000"; // Max bandwidth rate allowed on server, 0 == unlimited
sv_minrate "1000000"; // Min bandwidth rate allowed on server, 0 == unlimited
sv_pausable "0"; // Is the server pausable.
echoln "[practice.cfg] {8} Changing server safety settings";
sv_kick_ban_duration "inf"; // How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown "2"; // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
sv_prime_accounts_only "true"; // When this setting is enabled only prime users can connect to this game server.
sv_pure "2"; // Show user data.
sv_pure_kick_clients "true"; // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_steamauth_enforce "2"; // By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
sv_steamgroup "44453148"; // The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
sv_steamgroup_exclusive "true"; // If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
tv_secure_bypass "false"; // Bypass secure challenge on TV port
echoln "[practice.cfg] {9} Changing server security settings";
mp_footsteps_serverside "true"; // Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.
nextmap_print_enabled "false"; // When enabled prints next map to clients
sv_invites_only_mainmenu "true"; // If turned on, will ignore all invites when user is playing a match
sv_playerradio_use_allowlist "true"; // playerradio commands may only use responses from an allow list of commands.
sv_pure_trace "1"; // If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_reliableavatardata "true"; // Use server overrides for steam avatars
sv_server_verify_blood_on_player "true";
echoln "[practice.cfg] {10} Disabling damage punishments";
mp_autokick "false"; // Kick idle/team-killing/team-damaging players
mp_suicide_penalty "false"; // Punish players for suicides
mp_tkpunish "0"; // Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
echoln "[practice.cfg] {11} Misc. server configuration changes";
mp_overtime_enable "true"; // If a match ends in a tie, use overtime rules to determine winner
mp_team_timeout_max "0"; // Number of timeouts each team gets per match.
mp_team_timeout_time "0"; // Duration of each timeout.
player_ping_token_cooldown "0"; // Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).
sv_disable_observer_interpolation "true"; // Disallow interpolating between observer targets on this server.
sv_grenade_trajectory_prac_pipreview "true"; // Shows the trajectory of thrown grenades with a line that draws where the grenade went
sv_grenade_trajectory_prac_trailtime "20"; // Sets the time trajectories
sv_matchend_drops_enabled "true"; // Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
sv_minimum_desired_chicken_count "100"; // Minimum number of chickens to attempt to spawn in the map
sv_party_mode "true"; // Party!!
sv_radio_throttle_window "0"; // The number of seconds before radio command tokens refresh.
sv_showimpacts "1"; // Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showimpacts_time "3"; // Show the impact times for the set number of seconds
sv_usercmd_custom_random_seed "false"; // When enabled server will populate an additional random seed independent of the client
echoln "[practice.cfg] {12} Enabling talk between teams, spectators, and dead players";
mp_forcecamera "0"; // Restricts spectator modes for dead players
sv_alltalk "true"; // Players can hear all other players' voice communication, no team restrictions
sv_auto_full_alltalk_during_warmup_half_end "true"; // When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
sv_deadtalk "true"; // Dead players can speak (voice, text) to the living
sv_full_alltalk "true"; // Any player (including Spectator team) can speak to any other player
sv_show_voip_indicator_for_enemies "true"; // Makes it so the voip icon is shown over enemies as well as allies when they are talking
sv_talk_after_dying_time "inf"; // The number of seconds a player can continue talking after dying as if they were still alive
sv_talk_enemy_dead "true"; // Dead players can hear all dead enemy communication (voice, chat)
sv_talk_enemy_living "true"; // Living players can hear all living enemy communication (voice, chat)
echoln "[practice.cfg] {13} Enabling random spawns to avoid AFK kill farming (temporarily disabled)";
mp_randomspawn "0"; // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
mp_randomspawn_dist "0"; // If using mp_randomspawn, determines whether to test distance when selecting this spot.
mp_randomspawn_los "false"; // If using mp_randomspawn, determines whether to test Line of Sight when spawning.
mp_respawn_immunitytime "-1"; // How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.
echoln "[practice.cfg] {14} Adjusting voting";
mapgroup "mg_custom"; // Specify a map group
mp_endmatch_votenextleveltime "20"; // If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
mp_endmatch_votenextmap "true"; // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
sv_vote_allow_in_warmup "true"; // Allow voting during warmup?
sv_vote_allow_spectators "true"; // Allow spectators to initiate votes?
sv_vote_command_delay "0"; // How long after a vote passes until the action happens
sv_vote_issue_kick_allowed "false"; // Can people hold votes to kick players from the server?
sv_vote_issue_loadbackup_allowed "false"; // Can people hold votes to load match from backup?
sv_vote_issue_loadbackup_spec_only "true"; // When enabled, only admins load match from backup
sv_vote_to_changelevel_before_match_point "true"; // Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) // THIS IS TEMPORARY UNTIL I CAN FIX MAP GROUPS
sv_workshop_allow_other_maps "false"; // When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
echoln "[practice.cfg] {15} Enabling warmup and unpausing match";
mp_endwarmup_player_count "0"; // Number of players required to be connected to end warmup early. 0 to require maximum players for mode.
mp_warmup_offline_enabled "true"; // Whether or not to do a warmup period at the start of an online match.
mp_warmup_online_enabled "true"; // Whether or not to do a warmup period at the start of a match in an offline
mp_warmup_pausetimer "1"; // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
mp_warmup_start; // End warmup immediately.
mp_warmuptime "inf"; // How long the warmup period lasts. Changing this value resets warmup.
mp_warmuptime_all_players_connected "0"; // Warmup time to use when all players have connected. 0 to disable.
mp_warmuptime_match_cancelled "inf"; // Warmup time to use when the match will be cancelled (eg. due to a live VAC ban).
sv_warmup_to_freezetime_delay "0"; // Delay between end of warmup and start of match.
echoln "[practice.cfg] {16} Making rounds infinite";
mp_c4timer "2147483647"; // how long from when the C4 is armed until it blows
mp_force_pick_time "inf"; // The amount of time a player has on the team screen to make a selection before being auto-teamed (60 seconds is the max without broken UI)
mp_ignore_round_win_conditions "true"; // Ignore conditions which would end the current round
mp_match_can_clinch "false"; // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
mp_maxrounds "2147483647"; // max number of rounds to play before server changes maps
mp_roundtime "60"; // How many minutes each round takes.
mp_roundtime_defuse "60"; // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
mp_roundtime_hostage "60"; // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
mp_timelimit "0"; // game time per map in minutes
sv_hide_roundtime_until_seconds "1";
echoln "[practice.cfg] {17} Removing artificial delays";
mp_freezetime "0"; // how many seconds to keep players frozen when the round starts
mp_halftime "false"; // Determines whether the match switches sides in a halftime event.
mp_halftime_duration "0"; // Target number of seconds that halftime lasts; shortened if team intros are active
mp_match_end_restart "true"; // At the end of the match, perform a restart instead of loading a new map
mp_match_restart_delay "0"; // Time (in seconds) until a match restarts.
mp_round_restart_delay "0"; // Number of seconds to delay before restarting a round after a win
mp_spawnprotectiontime "0"; // Kick players who team-kill within this many seconds of a round restart.
mp_team_intro_time "0"; // How many seconds for team intro
mp_team_timeout_ot_max "0"; // Max number of timeouts each team can have per OT after all OT timeouts got added.
mp_technical_timeout_duration_s "0"; // How many seconds is a full technical timeout?
mp_technical_timeout_per_team "0"; // How many technical timeouts are there per team?
echoln "[practice.cfg] {18} Enabling automatic GOTV Demo recording";
tv_autorecord "false"; // Automatically records all games as SourceTV demos.
tv_enable "false"; // Activates SourceTV on server.
tv_nochat "false"; // Don't receive chat messages from other SourceTV spectators
echoln "[practice.cfg] {19} Changing weapon cleanup settings";
mp_disconnect_kills_bots "true"; // When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.
mp_disconnect_kills_players "true"; // When a player disconnects, kill them first (triggering item drops, stats, etc.)
weapon_auto_cleanup_time "600"; // If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
weapon_max_before_cleanup "100"; // If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
echoln "[practice.cfg] {20} Changing economy settings";
cash_player_bomb_defused "1000000000";
cash_player_bomb_planted "1000000000";
cash_player_damage_hostage "1000000000";
cash_player_get_killed "1000000000";
cash_player_interact_with_hostage "1000000000";
cash_player_killed_enemy_default "1000000000";
cash_player_killed_enemy_factor "100001";
cash_player_killed_hostage "1000000000";
cash_player_killed_teammate "1000000000";
cash_player_rescued_hostage "1000000000";
cash_player_respawn_amount "1000000000";
cash_team_bonus_shorthanded "1000000000";
cash_team_elimination_bomb_map "1000000000";
cash_team_elimination_hostage_map_ct "1000000000";
cash_team_elimination_hostage_map_t "1000000000";
cash_team_hostage_alive "1000000000";
cash_team_hostage_interaction "1000000000";
cash_team_loser_bonus "1000000000";
cash_team_loser_bonus_consecutive_rounds "1000000000";
cash_team_planted_bomb_but_defused "1000000000";
cash_team_rescued_hostage "1000000000";
cash_team_terrorist_win_bomb "1000000000";
cash_team_win_by_defusing_bomb "1000000000";
cash_team_win_by_hostage_rescue "1000000000";
cash_team_win_by_time_running_out_bomb "1000000000";
cash_team_win_by_time_running_out_hostage "1000000000";
cash_team_winner_bonus_consecutive_rounds "1000000000";
mp_maxmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1)
mp_overtime_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1)
mp_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1)
echoln "[practice.cfg] {21} Changing buy settings";
mp_buy_anywhere "1"; // When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buytime "inf"; // How many seconds after round start players can buy items for.
mp_items_prohibited ""; // Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
mp_weapons_allow_heavy "-1"; // Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_pistols "-1"; // Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_rifles "-1"; // Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_smgs "-1"; // Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_typecount "-1"; // Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
mp_weapons_allow_zeus "-1"; // Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).mp_buy_during_immunity "0"; // When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
sv_buy_status_override "0"; // Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
echoln "[practice.cfg] {22} Adjusting utility and ammo settings";
ammo_338mag_max "2147483647";
ammo_357sig_max "2147483647";
ammo_357sig_min_max "2147483647";
ammo_357sig_p250_max "2147483647";
ammo_357sig_small_max "2147483647";
ammo_45acp_max "2147483647";
ammo_50AE_max "2147483647";
ammo_556mm_box_max "2147483647";
ammo_556mm_max "2147483647";
ammo_556mm_small_max "2147483647";
ammo_57mm_max "2147483647";
ammo_762mm_max "2147483647";
ammo_9mm_max "2147483647";
ammo_buckshot_max "2147483647";
ammo_grenade_limit_breachcharge "2147483647";
ammo_grenade_limit_bumpmine "2147483647";
ammo_grenade_limit_default "2147483647";
ammo_grenade_limit_flashbang "2147483647";
ammo_grenade_limit_snowballs "2147483647";
ammo_grenade_limit_total "2147483647";
ammo_grenade_limit_tripwirefire "2147483647";
ammo_item_limit_adrenaline "2147483647";
ammo_item_limit_healthshot "2147483647";
mp_ct_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_incgrenade"; // The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
mp_ct_default_melee "weapon_knife weapon_taser"; // The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
mp_ct_default_primary "weapon_m4a1"; // The default primary (rifle) weapon that the CTs will spawn with
mp_defuser_allocation "0"; // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_free_armor "0"; // Determines whether kevlar (1+) and/or helmet (2+) are given automatically.
mp_t_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_molotov"; // The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
mp_t_default_melee "weapon_knife weapon_taser"; // The default melee weapon that the Ts will spawn with
mp_t_default_primary "weapon_ak47"; // The default primary (rifle) weapon that the Ts will spawn with
mp_taser_recharge_time "0"; // Determines recharge time for taser. -1 = disabled.
sv_autobuyammo "true"; // Enable automatic ammo purchase when inside buy zones during buy periods
sv_infinite_ammo "2"; // Player's active weapon will never run out of ammo
echoln "[practice.cfg] {23} Changing item pickup and drop rules";
mp_anyone_can_pickup_c4 "true"; // If set, everyone can pick up the c4, not just Ts.
mp_c4_cannot_be_defused "true"; // If set, the planted c4 cannot be defused.
mp_death_drop_breachcharge "false"; // Drop breachcharge on player death
mp_death_drop_c4 "false"; // Whether c4 is droppable
mp_death_drop_defuser "false"; // Drop defuser on player death
mp_death_drop_grenade "0"; // Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
mp_death_drop_gun "1"; // Which gun to drop on player death: 0=none, 1=best, 2=current or best (and whether or not guns are droppable)
mp_death_drop_healthshot "false"; // Drop healthshot on player death
mp_death_drop_taser "false"; // Drop taser on player death
mp_drop_grenade_enable "true"; // Allows players to drop grenades.
mp_drop_knife_enable "true"; // Allows players to drop knives.
mp_give_player_c4 "false"; // Whether this map should spawn a c4 bomb for a player or not.
echoln "[practice.cfg] {24} Enabling infinite respawns and adjusting health settings";
healthshot_allow_use_at_full "false";
healthshot_health "1000000000";
healthshot_healthboost_damage_multiplier "1";
healthshot_healthboost_speed_multiplier "1";
healthshot_healthboost_time "0";
mp_dm_healthshot_killcount "1"; // Grant healthshots in deathmatch after n kills
mp_respawn_on_death_ct "true"; // When set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_t "true"; // When set to 1, terrorists will respawn after dying.
mp_respawnwavetime_ct "0"; // Time between respawn waves for CTs.
mp_respawnwavetime_t "0"; // Time between respawn waves for Terrorists.
sv_health_approach_enabled "false";
sv_health_approach_speed "inf";
sv_regeneration_force_on "true"; // Cheat to test regenerative health systems // broken half the time idk why
echoln "[practice.cfg] {25} Adjusting movement settings";
mp_solid_teammates "2"; // How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
sv_autobunnyhopping "false"; // Players automatically re-jump while holding jump button
sv_enablebunnyhopping "false"; // Allow player speed to exceed maximum running speed
echoln "[practice.cfg] ";
condump; // dump the text currently in the console to condumpXX.log
echoln "[practice.cfg] ";
demo_info; // Print information about currently playing demo.
echoln "[practice.cfg] ";
net_status; // Shows current network status
echoln "[practice.cfg] ";
status_json; // Print status in JSON format
echoln "[practice.cfg] ";
status; // Print connection status
echoln "[practice.cfg] ";
sys_info; // Print system information to the console
echoln "[practice.cfg] ";
tv_broadcast_status; // Print out broadcast status
echoln "[practice.cfg] ";
tv_status; // Show SourceTV server status.
echoln "[practice.cfg] {26} Restarting to apply changes in one second...";
mp_restartgame "1"; // If non-zero, game will restart in the specified number of seconds
respawn_player; // Respawns the player from death!
echoln "[practice.cfg] ";
echoln "[practice.cfg] Loaded!";
echoln "[practice.cfg] Fin's CS2 Practice Config 2.0.0";
echoln "[practice.cfg] steamcommunity.com/id/bigfinfrank";
echoln "[practice.cfg] Last edited: July 27th 2024";
echoln "[practice.cfg] ";
echoln "[practice.cfg] End of practice.cfg";