diff --git a/README.md b/README.md
index 858c8aba..8c0b5e9a 100644
--- a/README.md
+++ b/README.md
@@ -26,6 +26,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
| mp_buytime | 1.5 | 0.0 | - | Designate the desired amount of buy time for each round. (in minutes)
`-1` means no time limit
`0` disable buy |
| mp_maxmoney | 16000 | 0 | `0x7FFFFFFF` | The maximum allowable amount of money in the game |
| mp_round_infinite | 0 | 0 | 1 | Flags for fine grained control (choose as many as needed)
`0` disabled
`1` enabled
or flags
`a` block round time round end check
`b` block needed players round end check
`c` block VIP assassination/success round end check
`d` block prison escape round end check
`e` block bomb round end check
`f` block team extermination round end check
`g` block hostage rescue round end check
`Example setting:` "ae" blocks round time and bomb round end checks |
+| mp_roundover | 0 | - | - | The round by expired time will be over, if on a map it does not have the scenario of the game.
`0` disabled
`1` enabled |
| mp_hegrenade_penetration | 0 | 0 | 1 | Disable grenade damage through walls
`0` disabled
`1` enabled |
| mp_nadedrops | 0 | 0 | 2 | Drop a grenade after player death
`0` disabled
`1` drop one the grenade
`2` drop an everyone grenades |
| mp_roundrespawn_time | 20 | 0 | - | Player cannot respawn until next round if more than N seconds has elapsed since the beginning round |
@@ -37,7 +38,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
| mp_fraglimit | 0 | - | - | If set to something other than 0, when anybody’s scored reaches mp_fraglimit the server changes map.
`0` means no limit |
| mp_timeleft | - | - | - | Is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit. |
| mp_timelimit | 0 | - | - | Period between map rotations.
`0` means no limit |
-| mp_roundover | 0 | - | - | The round by expired time will be over, if on a map it does not have the scenario of the game.
`0` disabled
`1` enabled |
+| mp_forcerespawn | 0 | 0 | - | Players will automatically respawn when killed.
`0` disabled
`>0` time delay to respawn |
| showtriggers | 0 | 0 | 1 | Debug cvar shows triggers. |
| bot_deathmatch | 0 | 0 | 1 | Set's the mode for the zBot
`0` disabled
`1` enable mode Deathmatch and not allow to do the scenario |
diff --git a/dist/game.cfg b/dist/game.cfg
index 97946788..7496f864 100644
--- a/dist/game.cfg
+++ b/dist/game.cfg
@@ -120,6 +120,13 @@ mp_fraglimit 0
// Default value: "0"
mp_timelimit 20
+// Players will automatically respawn when killed.
+// 0 - disabled
+// >0 - time delay to respawn
+//
+// Default value: "0"
+mp_forcerespawn 0
+
// Debug cvar shows triggers.
// 0 - disabled
//
diff --git a/regamedll/dlls/game.cpp b/regamedll/dlls/game.cpp
index 632cad80..fae8e055 100644
--- a/regamedll/dlls/game.cpp
+++ b/regamedll/dlls/game.cpp
@@ -115,7 +115,7 @@ cvar_t showtriggers = { "showtriggers", "0", 0, 0.0f, nullptr }; // debug cva
cvar_t hostagehurtable = { "mp_hostage_hurtable", "1", FCVAR_SERVER, 0.0f, nullptr };
cvar_t roundover = { "mp_roundover", "0", FCVAR_SERVER, 0.0f, nullptr };
-cvar_t forcerespawn = { "mp_forcerespawn", "1", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t forcerespawn = { "mp_forcerespawn", "0", FCVAR_SERVER, 0.0f, nullptr };
void GameDLL_Version_f()
{