#pragma once bool autocvar__con_chat_maximized; bool autocvar__hud_configure; string autocvar__hud_panelorder; float autocvar__menu_alpha; string autocvar_accuracy_color_levels; float autocvar_bgmvolume; bool autocvar_camera_chase_smoothly; bool autocvar_camera_enable; bool autocvar_camera_forward_follows; bool autocvar_camera_free; float autocvar_camera_look_attenuation; float autocvar_camera_look_player; float autocvar_camera_mouse_threshold; bool autocvar_camera_reset; float autocvar_camera_speed_attenuation; float autocvar_camera_speed_chase; float autocvar_camera_speed_free; float autocvar_camera_speed_roll; int autocvar_chase_active; int autocvar_cl_allow_uid2name; string autocvar_cl_announcer; float autocvar_cl_announcer_antispam = 2; float autocvar_cl_announcer_maptime = 3; bool autocvar_cl_autodemo_delete; bool autocvar_cl_autodemo_delete_keeprecords; bool autocvar_cl_casings; float autocvar_cl_casings_bronze_time; int autocvar_cl_casings_maxcount = 100; float autocvar_cl_casings_shell_time; bool autocvar_cl_casings_sloppy = 1; float autocvar_cl_casings_ticrate = 0.1; bool autocvar_cl_db_saveasdump; bool autocvar_cl_deathscoreboard; float autocvar_cl_effects_lightningarc_branchfactor_add; float autocvar_cl_effects_lightningarc_branchfactor_start; float autocvar_cl_effects_lightningarc_drift_end; float autocvar_cl_effects_lightningarc_drift_start; float autocvar_cl_effects_lightningarc_segmentlength; bool autocvar_cl_effects_lightningarc_simple; int autocvar_cl_gentle; int autocvar_cl_gentle_damage; int autocvar_cl_gentle_gibs; int autocvar_cl_gentle_messages; float autocvar_cl_gibs_damageforcescale = 3.5; float autocvar_cl_gibs_lifetime = 14; float autocvar_cl_gibs_maxcount = 100; bool autocvar_cl_gibs_sloppy = 1; float autocvar_cl_gibs_ticrate = 0.1; float autocvar_cl_gibs_velocity_random = 1; float autocvar_cl_gibs_velocity_scale = 1; float autocvar_cl_gibs_avelocity_scale = 1; float autocvar_cl_gibs_velocity_up; bool autocvar_cl_hidewaypoints; bool autocvar_cl_lockview; bool autocvar_cl_nogibs; bool autocvar_cl_orthoview; bool autocvar_cl_orthoview_nofog; bool autocvar_cl_particlegibs; bool autocvar_cl_particles_oldvortexbeam; float autocvar_cl_particles_quality; bool autocvar_cl_projectiles_sloppy; bool autocvar_cl_readpicture_force; bool autocvar_cl_reticle = 1; float autocvar_cl_reticle_normal_alpha = 1; bool autocvar_cl_reticle_weapon = 1; float autocvar_cl_reticle_weapon_alpha = 1; bool autocvar_cl_reticle_stretch; bool autocvar_cl_spawn_event_particles; bool autocvar_cl_spawn_event_sound = 1; // float autocvar_cl_spawn_point_model; bool autocvar_cl_spawn_point_particles; float autocvar_cl_spawn_point_dist_min = 1200; float autocvar_cl_spawn_point_dist_max = 1600; bool autocvar_cl_spawnzoom = 1; float autocvar_cl_spawnzoom_speed = 1; float autocvar_cl_spawnzoom_factor = 2; bool autocvar_cl_stripcolorcodes; bool autocvar_cl_vehicles_alarm = true; bool autocvar_cl_vehicles_hud_tactical = true; float autocvar_cl_vehicles_hudscale = 0.5; float autocvar_cl_vehicles_notify_time = 15; float autocvar_cl_vehicles_crosshair_size = 0.5; bool autocvar_cl_vehicles_crosshair_colorize = true; bool autocvar__vehicles_shownchasemessage; bool autocvar_cl_velocityzoom_enabled; float autocvar_cl_velocityzoom_factor; int autocvar_cl_velocityzoom_type = 3; float autocvar_cl_velocityzoom_speed; float autocvar_cl_velocityzoom_time; string autocvar_cl_weaponpriority; float autocvar_cl_zoomfactor; float autocvar_cl_zoomsensitivity; float autocvar_cl_zoomspeed; bool autocvar_cl_unpress_zoom_on_spawn = 1; bool autocvar_cl_unpress_zoom_on_death = 1; bool autocvar_cl_unpress_zoom_on_weapon_switch = 1; bool autocvar_cl_unpress_attack_on_weapon_switch = 1; bool autocvar_con_chat; bool autocvar_con_chatrect; float autocvar_con_chatsize; float autocvar_con_notify; float autocvar_con_notifysize; string autocvar_crosshair; float autocvar_crosshair_alpha; string autocvar_crosshair_color; int autocvar_crosshair_color_special; float autocvar_crosshair_color_special_rainbow_brightness = 2; float autocvar_crosshair_color_special_rainbow_delay = 0.1; bool autocvar_crosshair_dot; float autocvar_crosshair_dot_alpha; string autocvar_crosshair_dot_color; bool autocvar_crosshair_dot_color_custom = 1; float autocvar_crosshair_dot_size; bool autocvar_crosshair_effect_scalefade; float autocvar_crosshair_effect_time = 0.2; bool autocvar_crosshair_enabled = 1; bool autocvar_crosshair_hitindication; string autocvar_crosshair_hitindication_color; string autocvar_crosshair_hitindication_per_weapon_color; float autocvar_crosshair_hitindication_speed; bool autocvar_crosshair_hittest; bool autocvar_crosshair_hittest_blur; float autocvar_crosshair_hittest_scale = 1.25; bool autocvar_crosshair_hittest_showimpact; bool autocvar_crosshair_per_weapon; float autocvar_crosshair_pickup; float autocvar_crosshair_pickup_speed; bool autocvar_crosshair_ring; bool autocvar_crosshair_ring_inner; bool autocvar_crosshair_ring_minelayer; float autocvar_crosshair_ring_minelayer_alpha; bool autocvar_crosshair_ring_hagar; float autocvar_crosshair_ring_hagar_alpha; bool autocvar_crosshair_ring_vortex = 1; float autocvar_crosshair_ring_vortex_alpha = 0.15; float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate = 0.05; float autocvar_crosshair_ring_vortex_currentcharge_scale = 30; float autocvar_crosshair_ring_vortex_inner_alpha = 0.15; float autocvar_crosshair_ring_vortex_inner_color_blue = 0; float autocvar_crosshair_ring_vortex_inner_color_green = 0; float autocvar_crosshair_ring_vortex_inner_color_red = 0.8; bool autocvar_crosshair_ring_arc = 1; vector autocvar_crosshair_ring_arc_hot_color = '1 0 0'; float autocvar_crosshair_ring_arc_cold_alpha = 0.2; float autocvar_crosshair_ring_arc_hot_alpha = 0.5; float autocvar_crosshair_ring_size; bool autocvar_crosshair_ring_reload; float autocvar_crosshair_ring_reload_alpha; float autocvar_crosshair_ring_reload_size; float autocvar_crosshair_size; int autocvar_ekg; float autocvar_fov; float autocvar_g_balance_damagepush_speedfactor; bool autocvar_hud_cursormode = true; float autocvar_hud_colorflash_alpha; bool autocvar_hud_configure_checkcollisions; bool autocvar_hud_configure_grid; float autocvar_hud_configure_grid_alpha; bool autocvar_hud_configure_teamcolorforced; bool autocvar_hud_contents; float autocvar_hud_contents_blur; float autocvar_hud_contents_blur_alpha; float autocvar_hud_contents_fadeintime; float autocvar_hud_contents_fadeouttime; float autocvar_hud_contents_lava_alpha; string autocvar_hud_contents_lava_color; float autocvar_hud_contents_slime_alpha; string autocvar_hud_contents_slime_color; float autocvar_hud_contents_water_alpha; string autocvar_hud_contents_water_color; bool autocvar_hud_damage; float autocvar_hud_damage_blur; float autocvar_hud_damage_blur_alpha; string autocvar_hud_damage_color; float autocvar_hud_damage_factor; float autocvar_hud_damage_fade_rate; float autocvar_hud_damage_gentle_alpha_multiplier; string autocvar_hud_damage_gentle_color; float autocvar_hud_damage_maxalpha; float autocvar_hud_damage_pain_threshold; float autocvar_hud_damage_pain_threshold_lower; float autocvar_hud_damage_pain_threshold_lower_health; float autocvar_hud_damage_pain_threshold_pulsating_min; float autocvar_hud_damage_pain_threshold_pulsating_period; bool autocvar_hud_powerup; bool autocvar_hud_postprocessing; float autocvar_hud_postprocessing_maxbluralpha; float autocvar_hud_postprocessing_maxblurradius; string autocvar_hud_dock; float autocvar_hud_dock_alpha; string autocvar_hud_dock_color; bool autocvar_hud_dock_color_team; bool autocvar_hud_panel_weapons_dynamichud = true; bool autocvar_hud_panel_ammo_dynamichud = true; bool autocvar_hud_panel_powerups_dynamichud = true; bool autocvar_hud_panel_healtharmor_dynamichud = true; bool autocvar_hud_panel_notify_dynamichud = true; bool autocvar_hud_panel_timer_dynamichud = true; bool autocvar_hud_panel_radar_dynamichud = true; bool autocvar_hud_panel_score_dynamichud = true; bool autocvar_hud_panel_racetimer_dynamichud = true; bool autocvar_hud_panel_vote_dynamichud = true; bool autocvar_hud_panel_modicons_dynamichud = true; bool autocvar_hud_panel_pressedkeys_dynamichud = true; bool autocvar_hud_panel_engineinfo_dynamichud = true; bool autocvar_hud_panel_infomessages_dynamichud = false; bool autocvar_hud_panel_physics_dynamichud = true; bool autocvar_hud_panel_centerprint_dynamichud = true; bool autocvar_hud_panel_itemstime_dynamichud = true; bool autocvar_hud_panel_healtharmor_hide_ondeath = false; bool autocvar_hud_panel_ammo_hide_ondeath = false; bool autocvar_hud_panel_powerups_hide_ondeath = false; bool autocvar_hud_panel_weapons_hide_ondeath = false; bool autocvar_hud_panel_ammo; bool autocvar_hud_panel_ammo_iconalign; int autocvar_hud_panel_ammo_maxammo; bool autocvar_hud_panel_ammo_onlycurrent; float autocvar_hud_panel_ammo_noncurrent_alpha = 0.7; float autocvar_hud_panel_ammo_noncurrent_scale = 1; bool autocvar_hud_panel_ammo_progressbar; string autocvar_hud_panel_ammo_progressbar_name; float autocvar_hud_panel_ammo_progressbar_xoffset; bool autocvar_hud_panel_ammo_text; string autocvar_hud_panel_bg; float autocvar_hud_panel_bg_alpha; float autocvar_hud_panel_bg_border; vector autocvar_hud_panel_bg_color; float autocvar_hud_panel_bg_color_team; float autocvar_hud_panel_bg_padding; bool autocvar_hud_panel_centerprint; float autocvar_hud_panel_centerprint_align; float autocvar_hud_panel_centerprint_fade_in = 0.2; float autocvar_hud_panel_centerprint_fade_out = 0.5; float autocvar_hud_panel_centerprint_fade_subsequent = 1; float autocvar_hud_panel_centerprint_fade_subsequent_passone = 3; float autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha = 0.5; float autocvar_hud_panel_centerprint_fade_subsequent_passtwo = 10; float autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha = 0.5; float autocvar_hud_panel_centerprint_fade_subsequent_minfontsize = 0.75; float autocvar_hud_panel_centerprint_fade_minfontsize = 0; bool autocvar_hud_panel_centerprint_flip; float autocvar_hud_panel_centerprint_fontscale; float autocvar_hud_panel_centerprint_time; bool autocvar_hud_panel_chat; bool autocvar_hud_panel_engineinfo; float autocvar_hud_panel_engineinfo_framecounter_decimals; float autocvar_hud_panel_engineinfo_framecounter_time; float autocvar_hud_panel_fg_alpha; bool autocvar_hud_panel_healtharmor; int autocvar_hud_panel_healtharmor_baralign; bool autocvar_hud_panel_healtharmor_combined; bool autocvar_hud_panel_healtharmor_flip; int autocvar_hud_panel_healtharmor_iconalign; int autocvar_hud_panel_healtharmor_maxarmor; int autocvar_hud_panel_healtharmor_maxhealth; bool autocvar_hud_panel_healtharmor_progressbar; string autocvar_hud_panel_healtharmor_progressbar_armor; string autocvar_hud_panel_healtharmor_progressbar_health; bool autocvar_hud_panel_healtharmor_progressbar_gfx; float autocvar_hud_panel_healtharmor_progressbar_gfx_damage; float autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth; float autocvar_hud_panel_healtharmor_progressbar_gfx_smooth; int autocvar_hud_panel_healtharmor_text; bool autocvar_hud_panel_infomessages; bool autocvar_hud_panel_infomessages_flip; float autocvar_hud_panel_mapvote_highlight_border = 1; bool autocvar_hud_panel_modicons; int autocvar_hud_panel_modicons_ca_layout; int autocvar_hud_panel_modicons_dom_layout; int autocvar_hud_panel_modicons_freezetag_layout; bool autocvar_hud_panel_notify; float autocvar_hud_panel_notify_fadetime; float autocvar_hud_panel_notify_flip; float autocvar_hud_panel_notify_fontsize; float autocvar_hud_panel_notify_time; float autocvar_hud_panel_notify_icon_aspect; bool autocvar_hud_panel_physics; float autocvar_hud_panel_physics_acceleration_movingaverage = 1; float autocvar_hud_panel_physics_acceleration_progressbar_mode; float autocvar_hud_panel_physics_acceleration_progressbar_scale; float autocvar_hud_panel_physics_acceleration_progressbar_nonlinear; float autocvar_hud_panel_physics_acceleration_max; float autocvar_hud_panel_physics_update_interval; int autocvar_hud_panel_physics_progressbar; bool autocvar_hud_panel_physics_acceleration_vertical; int autocvar_hud_panel_physics_baralign; bool autocvar_hud_panel_physics_flip; float autocvar_hud_panel_physics_speed_max; int autocvar_hud_panel_physics_speed_unit; bool autocvar_hud_panel_physics_speed_unit_show; bool autocvar_hud_panel_physics_speed_vertical; int autocvar_hud_panel_physics_text; float autocvar_hud_panel_physics_text_scale; bool autocvar_hud_panel_physics_topspeed; float autocvar_hud_panel_physics_topspeed_time; bool autocvar_hud_panel_powerups; int autocvar_hud_panel_powerups_baralign; int autocvar_hud_panel_powerups_iconalign; bool autocvar_hud_panel_powerups_progressbar; bool autocvar_hud_panel_powerups_text; int autocvar_hud_panel_pressedkeys; float autocvar_hud_panel_pressedkeys_aspect; bool autocvar_hud_panel_pressedkeys_attack; float autocvar_hud_panel_quickmenu_translatecommands; string autocvar_hud_panel_quickmenu_file; float autocvar_hud_panel_quickmenu_time; bool autocvar_hud_panel_racetimer; int autocvar_hud_panel_radar; float autocvar_hud_panel_radar_foreground_alpha; float autocvar_hud_panel_radar_maximized_scale; vector autocvar_hud_panel_radar_maximized_size; float autocvar_hud_panel_radar_rotation; float autocvar_hud_panel_radar_scale; int autocvar_hud_panel_radar_zoommode; float autocvar_hud_panel_radar_maximized_rotation; int autocvar_hud_panel_radar_maximized_zoommode; bool autocvar_hud_panel_score; bool autocvar_hud_panel_score_rankings; bool autocvar_hud_panel_timer; bool autocvar_hud_panel_timer_increment; float autocvar_hud_panel_update_interval; bool autocvar_hud_panel_vote; float autocvar_hud_panel_vote_alreadyvoted_alpha; bool autocvar_hud_panel_weapons; bool autocvar_hud_panel_weapons_accuracy; bool autocvar_hud_panel_weapons_ammo; float autocvar_hud_panel_weapons_ammo_alpha; string autocvar_hud_panel_weapons_ammo_color; int autocvar_hud_panel_weapons_ammo_full_cells; int autocvar_hud_panel_weapons_ammo_full_plasma; int autocvar_hud_panel_weapons_ammo_full_fuel; int autocvar_hud_panel_weapons_ammo_full_nails; int autocvar_hud_panel_weapons_ammo_full_rockets; int autocvar_hud_panel_weapons_ammo_full_shells; float autocvar_hud_panel_weapons_aspect; bool autocvar_hud_panel_weapons_complainbubble; string autocvar_hud_panel_weapons_complainbubble_color_donthave; string autocvar_hud_panel_weapons_complainbubble_color_outofammo; string autocvar_hud_panel_weapons_complainbubble_color_unavailable; float autocvar_hud_panel_weapons_complainbubble_fadetime; float autocvar_hud_panel_weapons_complainbubble_padding; float autocvar_hud_panel_weapons_complainbubble_time; int autocvar_hud_panel_weapons_label; float autocvar_hud_panel_weapons_label_scale = 0.5; bool autocvar_hud_panel_weapons_onlyowned; float autocvar_hud_panel_weapons_noncurrent_alpha = 1; float autocvar_hud_panel_weapons_noncurrent_scale = 1; float autocvar_hud_panel_weapons_selection_radius = 0; float autocvar_hud_panel_weapons_selection_speed = 10; float autocvar_hud_panel_weapons_timeout; int autocvar_hud_panel_weapons_timeout_effect; float autocvar_hud_panel_weapons_timeout_fadebgmin; float autocvar_hud_panel_weapons_timeout_fadefgmin; float autocvar_hud_panel_weapons_timeout_speed_in = 0.25; float autocvar_hud_panel_weapons_timeout_speed_out = 0.75; //float autocvar_hud_panel_quickmenu; float autocvar_hud_panel_quickmenu_align; vector autocvar_hud_progressbar_acceleration_color; vector autocvar_hud_progressbar_acceleration_neg_color; float autocvar_hud_progressbar_alpha; vector autocvar_hud_progressbar_armor_color; vector autocvar_hud_progressbar_fuel_color; vector autocvar_hud_progressbar_health_color; vector autocvar_hud_progressbar_nexball_color; vector autocvar_hud_progressbar_shield_color; vector autocvar_hud_progressbar_speed_color; vector autocvar_hud_progressbar_strength_color; vector autocvar_hud_progressbar_superweapons_color; vector autocvar_hud_progressbar_vehicles_ammo1_color; vector autocvar_hud_progressbar_vehicles_ammo2_color; bool autocvar_hud_showbinds; bool autocvar_hud_showbinds_limit; bool autocvar__hud_showbinds_reload; bool autocvar_hud_shownames; bool autocvar_hud_shownames_enemies; float autocvar_hud_shownames_crosshairdistance; float autocvar_hud_shownames_crosshairdistance_time; float autocvar_hud_shownames_crosshairdistance_antioverlap; bool autocvar_hud_shownames_self; bool autocvar_hud_shownames_status; float autocvar_hud_shownames_statusbar_height; float autocvar_hud_shownames_aspect; float autocvar_hud_shownames_fontsize; int autocvar_hud_shownames_decolorize; float autocvar_hud_shownames_alpha; bool autocvar_hud_shownames_resize; float autocvar_hud_shownames_mindistance; float autocvar_hud_shownames_maxdistance; bool autocvar_hud_shownames_antioverlap; float autocvar_hud_shownames_antioverlap_distance; float autocvar_hud_shownames_offset; string autocvar_hud_skin; float autocvar_menu_mouse_speed; string autocvar_menu_skin; int autocvar_r_fakelight; int autocvar_r_fullbright; float autocvar_r_letterbox; string autocvar_scoreboard_columns; bool autocvar_v_flipped; float autocvar_vid_conheight; float autocvar_vid_conwidth; float autocvar_vid_pixelheight; float autocvar_viewsize; bool autocvar_cl_eventchase_vehicle = 1; vector autocvar_cl_eventchase_vehicle_viewoffset = '0 0 80'; float autocvar_cl_eventchase_vehicle_distance = 250; int autocvar_cl_hitsound; float autocvar_cl_hitsound_min_pitch = 0.75; float autocvar_cl_hitsound_max_pitch = 1.5; float autocvar_cl_hitsound_nom_damage = 25; float autocvar_cl_hitsound_antispam_time; int autocvar_cl_eventchase_death = 1; vector autocvar_cl_eventchase_generator_viewoffset = '0 0 80'; float autocvar_cl_eventchase_generator_distance = 400; float autocvar_cl_eventchase_distance = 140; float autocvar_cl_eventchase_speed = 1.3; vector autocvar_cl_eventchase_maxs = '12 12 8'; vector autocvar_cl_eventchase_mins = '-12 -12 -8'; vector autocvar_cl_eventchase_viewoffset = '0 0 20'; float autocvar_cl_lerpexcess; // TODO: int? string autocvar__togglezoom; int autocvar_cl_damageeffect; float autocvar_cl_damageeffect_ticrate; float autocvar_cl_damageeffect_bones; bool autocvar_cl_damageeffect_distribute; float autocvar_cl_damageeffect_lifetime; float autocvar_cl_damageeffect_lifetime_min; float autocvar_cl_damageeffect_lifetime_max; int autocvar_cl_playerdetailreduction; int autocvar_cl_modeldetailreduction; float autocvar_cl_loddistance1 = 768; float autocvar_cl_loddistance2 = 2048; bool autocvar_cl_forceplayermodels; bool autocvar_cl_forceplayercolors; string autocvar_cl_forcemyplayermodel; int autocvar_cl_forcemyplayerskin; int autocvar_cl_forcemyplayercolors; int autocvar__cl_color; int autocvar__cl_playerskin; string autocvar__cl_playermodel; float autocvar_cl_deathglow; bool autocvar_developer_csqcentities; float autocvar_g_jetpack_attenuation; bool autocvar_cl_showspectators; string autocvar_crosshair_hmg = ""; vector autocvar_crosshair_hmg_color = '0.2 1.0 0.2'; float autocvar_crosshair_hmg_alpha = 1; float autocvar_crosshair_hmg_size = 1; string autocvar_crosshair_rpc = ""; vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2'; float autocvar_crosshair_rpc_alpha = 1; float autocvar_crosshair_rpc_size = 1; int autocvar_cl_nade_timer; bool autocvar_r_drawviewmodel; bool autocvar_cl_items_nofade;