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;
+float autocvar_cl_spawn_point_dist_min = 800;
+float autocvar_cl_spawn_point_dist_max = 1200;
bool autocvar_cl_spawnzoom = 1;
float autocvar_cl_spawnzoom_speed = 1;
float autocvar_cl_spawnzoom_factor = 2;
float autocvar_crosshair_ring_reload_size;
float autocvar_crosshair_size;
bool autocvar_crosshair_chase = true;
-float crosshair_chase_playeralpha = 0.25;
+float autocvar_crosshair_chase_playeralpha = 0.25;
int autocvar_ekg;
float autocvar_fov;
bool autocvar_hud_cursormode = true;
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_fontscale_bold;
float autocvar_hud_panel_centerprint_time;
bool autocvar_hud_panel_chat;
bool autocvar_hud_panel_engineinfo;
float autocvar_hud_panel_weapons_selection_speed = 10;
float autocvar_hud_panel_weapons_timeout;
int autocvar_hud_panel_weapons_timeout_effect;
+bool autocvar_hud_panel_weapons_orderbyimpulse = true;
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_progressbar_alpha;
vector autocvar_hud_progressbar_armor_color;
vector autocvar_hud_progressbar_fuel_color;
+vector autocvar_hud_progressbar_oxygen_color = '0.1 1 1';
vector autocvar_hud_progressbar_health_color;
vector autocvar_hud_progressbar_nexball_color;
vector autocvar_hud_progressbar_shield_color;
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_spectated_change = 1;
+bool autocvar_cl_eventchase_spectated_change = false;
float autocvar_cl_eventchase_spectated_change_time = 1;
-int autocvar_cl_eventchase_death = 1;
+int autocvar_cl_eventchase_death = 2;
float autocvar_cl_eventchase_distance = 140;
bool autocvar_cl_eventchase_frozen = false;
float autocvar_cl_eventchase_speed = 1.3;