server bool ug_gibs = true;
server int ug_gibs_floor = 2;
server bool ug_gibs_trails = true;
server bool ug_gibs_wallslide = true;
server bool ug_bloodcolor = true;
server bool ug_dissolve = true;
server int ug_gibs_trail_size = 24;
server int ug_gibs_trail_density = 4;
server float ug_gibs_floor_alpha = 1.0;
server float ug_blood_brightness = 0.75;
server float ug_gibs_velocity_xy = 1.0;
server float ug_gibs_velocity_z = 1.0;
server float ug_corpsehealth = 1.0;

server int ug_overkill = 4;
server bool ug_corpsefade = false;
server bool ug_bloodfade = true;
server int ug_lifetime = 60;
server float ug_threshold = 1.0;
server bool ug_corpseshoot = true;
server bool ug_advphysics = false;
server bool ug_scale_gibs = false;
server int ug_gib_mode = 0;