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Added doc entry for g_disruptor cvar in GroundZero
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@ -62,7 +62,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* In case that the vsync is active, *vid_maxfps* must not be lower
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than the display refresh rate.
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Both contraints are enforced.
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Both constraints are enforced.
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If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*,
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use *cl_maxfps* to set the framerate.
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@ -85,7 +85,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **coop_baseq2 (Ground Zero only)**: In Ground Zero, entity spawnflags
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(which difficulty modes / game modes level entities spawn in) are
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interpeted a bit differently. In original Quake 2, if an entity is
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interpreted a bit differently. In original Quake 2, if an entity is
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set to not spawn on any difficulty, it is treated as deathmatch-only,
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however, in Ground Zero this same condition is treated as coop-only.
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This causes maps made for original Quake 2, including the entire
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@ -97,6 +97,18 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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disable it again before playing Ground Zero maps in co-op. By
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default this cvar is disabled (set to 0).
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* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
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availability of the Disruptor weapon to players. The Disruptor is
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a weapon that was cut from Ground Zero during development but all
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of its code and assets were still present in the source code and
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the released game. This is basically a player-held version of the
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2nd Widow boss' tracker weapon - a black-ish ball of energy.
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When this cvar is set to 1 you can use the "give Disruptor" and
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"give rounds X" commands to give yourself the weapon and its ammo,
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and its items, weapon_disintegrator and ammo_disruptor, can be
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spawned in maps (in fact, some official Ground Zero maps contain
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these entities). This cvar is set to 0 by default.
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## Audio
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* **al_device**: OpenAL device to use. In most cases there's no need to
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