#pragma once bool autocvar_cl_damagetext; string autocvar_cl_damagetext_format; bool autocvar_cl_damagetext_format_verbose; bool autocvar_cl_damagetext_format_hide_redundant; vector autocvar_cl_damagetext_color; bool autocvar_cl_damagetext_color_per_weapon; float autocvar_cl_damagetext_size_min; float autocvar_cl_damagetext_size_min_damage; float autocvar_cl_damagetext_size_max; float autocvar_cl_damagetext_size_max_damage; float autocvar_cl_damagetext_alpha_start; float autocvar_cl_damagetext_alpha_lifetime; vector autocvar_cl_damagetext_velocity_world; vector autocvar_cl_damagetext_offset_world; float autocvar_cl_damagetext_accumulate_alpha_rel; int autocvar_cl_damagetext_friendlyfire; vector autocvar_cl_damagetext_friendlyfire_color; bool autocvar_cl_damagetext_2d; vector autocvar_cl_damagetext_2d_pos; float autocvar_cl_damagetext_2d_alpha_start; float autocvar_cl_damagetext_2d_alpha_lifetime; float autocvar_cl_damagetext_2d_size_lifetime; vector autocvar_cl_damagetext_2d_velocity; vector autocvar_cl_damagetext_2d_overlap_offset; float autocvar_cl_damagetext_2d_close_range; bool autocvar_cl_damagetext_2d_out_of_view; vector autocvar_cl_damagetext_velocity_screen; vector autocvar_cl_damagetext_offset_screen; // TODO: remove the value init and sort them above properly after next (0.9) release // or the release after it to support the old-stable release // this can't be done now as players would lack these from their configs then #if 0 float autocvar_cl_damagetext_lifetime = -1; float autocvar_cl_damagetext_accumulate_lifetime = -1; #else AUTOCVAR_SAVE(cl_damagetext_lifetime, float, -1, "Damage text lifetime, edit this if you wish for damage text to disappear before it fades out"); AUTOCVAR_SAVE(cl_damagetext_accumulate_lifetime, float, -1, "Only update existing damage text when it is younger than this many seconds, negative always updates"); #endif