"sv_cvar cg_bobup IN -0.005 0.005"
"sv_cvar cg_errordecay EQ 100"
"sv_cvar cg_fov IN 90 120"
"sv_cvar cg_shadows IN 0 1"
"sv_cvar cl_freelook EQ 1"
"sv_cvar m_pitch OUT -0.015 0.015"
"sv_cvar m_yaw IN -0.022 0.022"
"sv_cvar r_clampToEdge EQ 1"
"sv_cvar r_ext_ATI_pntriangles EQ 0"
"sv_cvar r_ext_texture_filter_anisotropic EQ 0"
"sv_cvar r_flares IN 0 1"
"sv_cvar r_nv_fogdist_mode INCLUDE NV GL_EYE_RADIAL_NV"
"sv_cvar r_primitives IN 0 2"
However, things like r_depthbits and lodcurveerror can be exploited to give small advantages, so I'd propose the following be added
sv_cvar r_depthbits EQ 24
sv_cvar r_lodcurveerror EQ 250
As for cl_pitchspeed and cl_yawspeed, to assist in removing movement based scripts, GA is limiting these to 0
Please post your thoughts on what should/should not be included and an explanation of why.
And if this has been covered before, cry me a river and don't abuse me, because it's obvious that most league admins don't agree on what's exploitable and what isnt
![Smile :)](./images/smilies/icon_smile.gif)