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featureful_exec.cfg
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// Unlike other featureful cfg files, this one is truly a config file executed as server command.
// It must adhere to the engine cfg format, therefore cvar values must be written in quotation marks.
// Default pushable mode for func_pushables.
// -1 is legacy Half-Life (allow accelerated push with +use).
// 0 is Anniversary HL (fix excessive acceleration).
// 1 is XashXT (allow pushing sideways. Require going back when pressing +use on the pushable).
pushablemode "0"
// Default item pickup policy. 0 is by touch only (like in HL), 1 is by pressing +use only. 2 allows picking up the item by both touching and pressing +use.
pickup_policy "0"
// Triangulation depth to use when building paths for monsters. Possible values: 1, 2, 3. Note that higher values may affect the performance.
npc_tridepth "1"
// If set to 0, only player's followers and monsters in scripts will use the value specified by npc_tridepth as the triangulation depth, and other monsters will use the value 1.
// If set to 1, all monsters will use the value specified by npc_tridepth. Note that this may affect the performance.
npc_tridepth_all "0"
// If monster didn't observe its enemy for this amount of time (in seconds), the monster forgets about their enemy. Setting 0 means that monsters never forget their enemies (i.e., the standard behavior in Half-Life).
npc_forget_enemy_time "0"
// If set to 1, monsters will wander around a bit after the combat ends.
npc_active_after_combat "0"
// In original Half-Life melee-only monsters can't get path to enemy (e.g. player) if he stays on some small elevation like a table. Set this to 1 to allow monsters find a path to the enemy on the elevation. This is experimental.
npc_get_to_enemy_nearest "0"
// In original Half-Life some monsters (e.g. zombies) perform the hull trace for melee attacks from the center of their bodies. This doesn't allow to hurt the enemy on the small elevation. Set this to 1 in order to introduce the attack retry from higher position.
npc_trace_hull_attack_retry "0"
// Attempt to fix item_ and ammo_ entities falling physics. This is experimental as some values lead to other bugs.
// 0 - default Half-Life behavior (items fall through thin shelves)
// 1 - items dropped from func_breakable boxes placed on thin shelves don't fall through. Items still fall through if box is in the air.
// 2 - same effect as 1 plus items don't fall through thin shelves at the level start. But prespawned items start to fall through clip brushes.
// 3 - same effect as 1 plus fix for boxes in the air. Items don't fall through thin shelves, but they fall through clip brushes no matter whether they're prespawned or come from func_breakable.
items_physics_fix "0"