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- // starting ammo and equipment
-
- "start_longjump" "1" // start with long jump
-
- // available weapons at spawn time
- "start_crowbar" "1"
- "start_glock" "1"
- "start_magnum" "0"
- "start_mp5" "0"
- "start_shotgun" "0"
- "start_crossbow" "0"
- "start_rpg" "0"
- "start_egon" "0"
- "start_gauss" "0"
- "start_hornet" "0"
- "start_handgrenades" "0"
- "start_satchel" "0"
- "start_tripmine" "0"
- "start_snark" "0"
-
- // available ammo at spawn time
- "start_ammo_9mm" "68.000000"
- "start_ammo_m203_grenades" "0.000000"
- "start_ammo_357" "0.000000"
- "start_ammo_buckshot" "0.000000"
- "start_ammo_bolts" "0.000000"
- "start_ammo_rpg" "0.000000"
- "start_ammo_hornet" "0.000000"
- "start_ammo_uranium" "0.000000"
-
- // available ammo at spawn time (continued)
- // due to certain limitations, you will have to set corresponding start_???? to make the ff. cvars to work
- // also, aside from this, the actual starting ammo will be this value PLUS the corresponding ????_default_give
- // value (in ammo.cfg)... for more info, see starteqp.txt...
- "start_ammo_satchel" "0.000000"
- "start_ammo_tripmine" "0.000000"
- "start_ammo_snark" "0.000000"
- "start_ammo_handgrenades" "0.000000"
-