
/*
 * The amount of health that players will have immediately after they are downed
 */
server int ez_downedHealth = 40; 

/*
 * The amount of damage per second to deal to players in the downed state
 */
server int ez_bleedFactor = 4;

/*
 * The base amount of health to give players after they are revived
 */
server int ez_revivedHealth = 40;

/*
 * The required aid duration in order to revive a player. Based on analysis
 * and testing of the code, the duration is about (ez_reviveRate / 122.5 *
 * error_factor) seconds, assuming ez_reviveRate is > 0. The error is caused
 * by the use of fixed point and the performance and latency of the server.
 * Typical values of the error_factor are 1.002 to 1.017.
 *
 * ez_reviveRate also controls the rate that res points are lost if aid is
 * stopped. The rate is approximately 1 lost ResPoint per
 * (int(ez_reviveRate / 35 * 2) / 35) seconds, assuming ez_reviveRate is > 0
 * A downed player can have a maximum of 34 ResPoints.
 */
server int ez_reviveRate = 200;

/*
 * If true, downed players can take damage from external sources, in addition
 * to gradually bleeding out
 */
server bool ez_canBeKilled = false;

/*
 * If true, when a player is revived, also give the player the health that was
 * remaining at the time of revival
 */
server bool ez_addRevivedHealth = false;

/*
 * If true, upon death the player drops the keys that were held
 */
server bool ez_dropKeys = false;

/*
 * If true, upon death the player drops the weapons and ammo that were held
 */
server bool ez_dropInventory = false;

/*
 * If true, downed players can move slowly instead of being set to Death or
 * EZDowned state.
 */
server bool ez_deathCrawl = false;

/*
 * ez_maxRevives is the amount of times a player can be revived.
 * -1 implies infinite
 *  0 implies none, so players always die instantly
 *  a positive integer (capped at a max value defined in TimesRevived
 *   of DECORATE) implies that each player can be revived that many times.
 *   On the next downing the player dies instantly
 *   The count of times revived is reset when the player respawns, reenters, etc
 */
server int ez_maxRevives = -1;

/*
 * If true, set EZDowned state for the player actor instead of Death state.
 * This requires use of an external mod support ihat provides the "EZDowned"
 * state in the DoomPlayer actor. The state is similar to Death, but it only
 * calls A_PlayerScream and not A_NoBlocking. This avoids the need to set the
 * SOLID flag for the downed player. It also prevents players from getting
 * stuck on downed players
 */
server bool ez_onDownedSetStateEZDowned = false;

/*
 * If true, make downed players switch to fists in order to improve realism
 */
server bool ez_onDownedSetFist = false;

/*
 * If true, freeze the aim of players who are doing medical aid
 */
server bool ez_onAidingSetTotallyFrozen = false;

/*
 * If true, make aiding players switch to fists in order to improve realism
 */
server bool ez_onAidingSetFist = false;
