Select to close the damage type or friendly damage type.
PHP Code:
1:ON/0:OFF
All_team = CreateConVar("sm_all_team_damage", "0", "All team damage.", 0);
GENERIC = CreateConVar("sm_GENERIC_damage", "0", "Generic damage.", 0);
CRUSH = CreateConVar("sm_CRUSH_damage", "0", "Damage from physics objects.", 0);
BULLET = CreateConVar("sm_BULLET_damage", "0", "Damage from bullets.", 0);
SLASH = CreateConVar("sm_SLASH_damage", "0", "Damage from most melee attacks (that scratch, lacerate, or cut).", 0);
BURN = CreateConVar("sm_BURN_damage", "0", "Burn damage.", 0);
VEHICLE = CreateConVar("sm_VEHICLE_damage", "0", "Hit by a vehicle.", 0);
FALL = CreateConVar("sm_FALL_damage", "0", "Damage from high falls. (can be used to disable player fall damage).", 0);
BLAST = CreateConVar("sm_BLAST_damage", "0", "Damage from explosives (ear-ringing effect).", 0);
CLUB = CreateConVar("sm_CLUB_damage", "0", "Damage from some enemy melee attacks (blunt or unarmed) e.g. Combine melee attack.", 0);
SHOCK = CreateConVar("sm_SHOCK_damage", "0", "Damage from electricity (creates sparks and puff of smoke at damage position).", 0);
SONIC = CreateConVar("sm_SONIC_damage", "0", "Damage from supersonic objects.", 0);
ENERGYBEAM = CreateConVar("sm_ENERGYBEAM_damage", "0", "Laser or other high energy beam.", 0);
PREVENT_PHYSICS_FORCE = CreateConVar("sm_PREVENT_PHYSICS_FORCE_damage", "0", "Prevent a physics force (e.g. Gravity Gun Jump on Props).", 0);
NEVERGIB = CreateConVar("sm_NEVERGIB_damage", "0", "No damage type will be able to gib victims upon death.", 0);
ALWAYSGIB = CreateConVar("sm_ALWAYSGIB_damage", "0", "Any damage type can be made to gib victims upon death.", 0);
DROWN = CreateConVar("sm_DROWN_damage", "0", "Damage from drowning.", 0);
PARALYZE = CreateConVar("sm_PARALYZE_damage", "0", "Damage from paralyzing.", 0);
NERVEGAS = CreateConVar("sm_NERVEGAS_damage", "0", "Damage from nervegas. (GLaDOS's gas from the ending of Portal).", 0);
POISON = CreateConVar("sm_POISON_damage", "0", "Damage from poison (e.g. black head crabs).", 0);
RADIATION = CreateConVar("sm_RADIATION_damage", "0", "Damage from radiation (Geiger counter will also go off).", 0);
DROWNRECOVER = CreateConVar("sm_DROWNRECOVER_damage", "0", "Drowning recovery (health regained after surfacing).", 0);
ACID = CreateConVar("sm_ACID_damage", "0", "Damage from dangerous acids. (gives a light-cyan flash ingame).", 0);
SLOWBURN = CreateConVar("sm_SLOWBURN_damage", "0", "Slow burning.", 0);
REMOVENORAGDOLL = CreateConVar("sm_REMOVENORAGDOLL_damage", "0", "No ragdoll will be created, and the target will be quietly removed.", 0);
PHYSGUN = CreateConVar("sm_PHYSGUN_damage", "0", "Damage from the Gravity Gun (e.g. pushing head crabs).", 0);
PLASMA = CreateConVar("sm_PLASMA_damage", "0", "Turns the player's screen dark and plays sounds until the player's next footstep.", 0);
AIRBOAT = CreateConVar("sm_AIRBOAT_damage", "0", "Damage from airboat gun.", 0);
DISSOLVE = CreateConVar("sm_DISSOLVE_damage", "0", "Damage from combine technology e.g. combine balls and the core.", 0);
BLAST_SURFACE = CreateConVar("sm_BLAST_SURFACE_damage", "0", "A blast on the surface of water that cannot harm things underwater", 0);
DIRECT = CreateConVar("sm_DIRECT_damage", "0", "Damage from being on fire.(DMG_BURN relates to external sources hurting you)", 0);
BUCKSHOT = CreateConVar("sm_BUCKSHOT_damage", "0", "Damage from shotguns. (not quite a bullet. Little, rounder, different.)", 0);
LASTGENERICFLAG = CreateConVar("sm_LASTGENERICFLAG_damage", "0", "", 0);
HEADSHOT = CreateConVar("sm_HEADSHOT_damage", "0", "Damage from a headshot.", 0);