#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
