1 #ifndef CLIENT_AUTOCVARS_H
2 #define CLIENT_AUTOCVARS_H
4 bool autocvar__con_chat_maximized;
5 bool autocvar__hud_configure;
6 string autocvar__hud_panelorder;
7 float autocvar__menu_alpha;
8 string autocvar_accuracy_color_levels;
9 float autocvar_bgmvolume;
10 bool autocvar_camera_chase_smoothly;
11 bool autocvar_camera_enable;
12 bool autocvar_camera_forward_follows;
13 bool autocvar_camera_free;
14 float autocvar_camera_look_attenuation;
15 float autocvar_camera_look_player;
16 float autocvar_camera_mouse_threshold;
17 bool autocvar_camera_reset;
18 float autocvar_camera_speed_attenuation;
19 float autocvar_camera_speed_chase;
20 float autocvar_camera_speed_free;
21 float autocvar_camera_speed_roll;
22 int autocvar_chase_active;
23 int autocvar_cl_allow_uid2name;
24 string autocvar_cl_announcer;
25 float autocvar_cl_announcer_antispam = 2;
26 float autocvar_cl_announcer_maptime = 3;
27 bool autocvar_cl_autodemo_delete;
28 bool autocvar_cl_autodemo_delete_keeprecords;
29 bool autocvar_cl_casings;
30 float autocvar_cl_casings_bronze_time;
31 int autocvar_cl_casings_maxcount = 100;
32 float autocvar_cl_casings_shell_time;
33 bool autocvar_cl_casings_sloppy = 1;
34 float autocvar_cl_casings_ticrate = 0.1;
35 bool autocvar_cl_db_saveasdump;
36 bool autocvar_cl_deathscoreboard;
37 float autocvar_cl_effects_lightningarc_branchfactor_add;
38 float autocvar_cl_effects_lightningarc_branchfactor_start;
39 float autocvar_cl_effects_lightningarc_drift_end;
40 float autocvar_cl_effects_lightningarc_drift_start;
41 float autocvar_cl_effects_lightningarc_segmentlength;
42 bool autocvar_cl_effects_lightningarc_simple;
43 int autocvar_cl_gentle;
44 int autocvar_cl_gentle_damage;
45 int autocvar_cl_gentle_gibs;
46 int autocvar_cl_gentle_messages;
47 float autocvar_cl_gibs_damageforcescale = 3.5;
48 float autocvar_cl_gibs_lifetime = 14;
49 float autocvar_cl_gibs_maxcount = 100;
50 bool autocvar_cl_gibs_sloppy = 1;
51 float autocvar_cl_gibs_ticrate = 0.1;
52 float autocvar_cl_gibs_velocity_random = 1;
53 float autocvar_cl_gibs_velocity_scale = 1;
54 float autocvar_cl_gibs_avelocity_scale = 1;
55 float autocvar_cl_gibs_velocity_up;
56 int autocvar_cl_gunalign;
57 bool autocvar_cl_hidewaypoints;
58 bool autocvar_cl_lockview;
59 bool autocvar_cl_nogibs;
60 bool autocvar_cl_orthoview;
61 bool autocvar_cl_orthoview_nofog;
62 bool autocvar_cl_particlegibs;
63 bool autocvar_cl_particles_oldvortexbeam;
64 float autocvar_cl_particles_quality;
65 bool autocvar_cl_projectiles_sloppy;
66 bool autocvar_cl_readpicture_force;
67 bool autocvar_cl_reticle = 1;
68 float autocvar_cl_reticle_normal_alpha = 1;
69 bool autocvar_cl_reticle_weapon = 1;
70 float autocvar_cl_reticle_weapon_alpha = 1;
71 bool autocvar_cl_reticle_stretch;
72 bool autocvar_cl_spawn_event_particles;
73 bool autocvar_cl_spawn_event_sound = 1;
74 // float autocvar_cl_spawn_point_model;
75 bool autocvar_cl_spawn_point_particles;
76 bool autocvar_cl_spawnzoom = 1;
77 float autocvar_cl_spawnzoom_speed = 1;
78 float autocvar_cl_spawnzoom_factor = 2;
79 bool autocvar_cl_stripcolorcodes;
80 float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
81 float autocvar_cl_vehicle_spiderbot_cross_size = 1;
82 bool autocvar_cl_vehicles_hud_tactical = 1;
83 bool autocvar_cl_velocityzoom_enabled;
84 float autocvar_cl_velocityzoom_factor;
85 int autocvar_cl_velocityzoom_type = 3;
86 float autocvar_cl_velocityzoom_speed;
87 float autocvar_cl_velocityzoom_time;
88 string autocvar_cl_weaponpriority;
89 float autocvar_cl_zoomfactor;
90 float autocvar_cl_zoomsensitivity;
91 float autocvar_cl_zoomspeed;
92 bool autocvar_cl_unpress_zoom_on_spawn = 1;
93 bool autocvar_cl_unpress_zoom_on_death = 1;
94 bool autocvar_cl_unpress_zoom_on_weapon_switch = 1;
95 bool autocvar_cl_unpress_attack_on_weapon_switch = 1;
96 bool autocvar_con_chat;
97 float autocvar_con_chatpos;
98 bool autocvar_con_chatrect;
99 float autocvar_con_chatsize;
100 float autocvar_con_chattime;
101 float autocvar_con_notify;
102 float autocvar_con_notifysize;
103 string autocvar_crosshair;
104 float autocvar_crosshair_alpha;
105 string autocvar_crosshair_color;
106 int autocvar_crosshair_color_special;
107 float autocvar_crosshair_color_special_rainbow_brightness = 2;
108 float autocvar_crosshair_color_special_rainbow_delay = 0.1;
109 bool autocvar_crosshair_dot;
110 float autocvar_crosshair_dot_alpha;
111 string autocvar_crosshair_dot_color;
112 bool autocvar_crosshair_dot_color_custom = 1;
113 float autocvar_crosshair_dot_size;
114 bool autocvar_crosshair_effect_scalefade;
115 float autocvar_crosshair_effect_time = 0.2;
116 bool autocvar_crosshair_enabled = 1;
117 bool autocvar_crosshair_hitindication;
118 string autocvar_crosshair_hitindication_color;
119 string autocvar_crosshair_hitindication_per_weapon_color;
120 float autocvar_crosshair_hitindication_speed;
121 bool autocvar_crosshair_hittest;
122 bool autocvar_crosshair_hittest_blur;
123 float autocvar_crosshair_hittest_scale = 1.25;
124 bool autocvar_crosshair_hittest_showimpact;
125 bool autocvar_crosshair_per_weapon;
126 float autocvar_crosshair_pickup;
127 float autocvar_crosshair_pickup_speed;
128 bool autocvar_crosshair_ring;
129 bool autocvar_crosshair_ring_inner;
130 bool autocvar_crosshair_ring_minelayer;
131 float autocvar_crosshair_ring_minelayer_alpha;
132 bool autocvar_crosshair_ring_hagar;
133 float autocvar_crosshair_ring_hagar_alpha;
134 bool autocvar_crosshair_ring_vortex = 1;
135 float autocvar_crosshair_ring_vortex_alpha = 0.15;
136 float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate = 0.05;
137 float autocvar_crosshair_ring_vortex_currentcharge_scale = 30;
138 float autocvar_crosshair_ring_vortex_inner_alpha = 0.15;
139 float autocvar_crosshair_ring_vortex_inner_color_blue = 0;
140 float autocvar_crosshair_ring_vortex_inner_color_green = 0;
141 float autocvar_crosshair_ring_vortex_inner_color_red = 0.8;
142 bool autocvar_crosshair_ring_arc = 1;
143 vector autocvar_crosshair_ring_arc_hot_color = '1 0 0';
144 float autocvar_crosshair_ring_arc_cold_alpha = 0.2;
145 float autocvar_crosshair_ring_arc_hot_alpha = 0.5;
146 float autocvar_crosshair_ring_size;
147 bool autocvar_crosshair_ring_reload;
148 float autocvar_crosshair_ring_reload_alpha;
149 float autocvar_crosshair_ring_reload_size;
150 float autocvar_crosshair_size;
153 float autocvar_g_balance_damagepush_speedfactor;
154 float autocvar_g_balance_tuba_attenuation;
155 float autocvar_g_balance_tuba_fadetime;
156 float autocvar_g_balance_tuba_volume;
157 int autocvar_g_balance_tuba_pitchstep;
158 float autocvar_g_warmup_limit;
159 bool autocvar_g_waypointsprite_uppercase;
160 float autocvar_g_waypointsprite_alpha;
161 float autocvar_g_waypointsprite_crosshairfadealpha;
162 float autocvar_g_waypointsprite_crosshairfadedistance;
163 float autocvar_g_waypointsprite_crosshairfadescale;
164 float autocvar_g_waypointsprite_distancealphaexponent;
165 float autocvar_g_waypointsprite_distancefadealpha;
166 float autocvar_g_waypointsprite_distancefadedistancemultiplier;
167 float autocvar_g_waypointsprite_distancefadescale;
168 float autocvar_g_waypointsprite_edgefadealpha;
169 float autocvar_g_waypointsprite_edgefadedistance;
170 float autocvar_g_waypointsprite_edgefadescale;
171 float autocvar_g_waypointsprite_edgeoffset_bottom;
172 float autocvar_g_waypointsprite_edgeoffset_left;
173 float autocvar_g_waypointsprite_edgeoffset_right;
174 float autocvar_g_waypointsprite_edgeoffset_top;
175 float autocvar_g_waypointsprite_fontsize;
176 float autocvar_g_waypointsprite_minalpha;
177 float autocvar_g_waypointsprite_minscale;
178 float autocvar_g_waypointsprite_normdistance;
179 float autocvar_g_waypointsprite_scale;
180 int autocvar_g_waypointsprite_spam;
181 float autocvar_g_waypointsprite_timealphaexponent;
182 bool autocvar_g_waypointsprite_turrets = true;
183 float autocvar_g_waypointsprite_turrets_maxdist = 5000;
184 bool autocvar_hud_cursormode = true;
185 float autocvar_hud_colorflash_alpha;
186 bool autocvar_hud_configure_checkcollisions;
187 bool autocvar_hud_configure_grid;
188 float autocvar_hud_configure_grid_alpha;
189 bool autocvar_hud_configure_teamcolorforced;
190 bool autocvar_hud_contents;
191 float autocvar_hud_contents_blur;
192 float autocvar_hud_contents_blur_alpha;
193 float autocvar_hud_contents_fadeintime;
194 float autocvar_hud_contents_fadeouttime;
195 float autocvar_hud_contents_lava_alpha;
196 string autocvar_hud_contents_lava_color;
197 float autocvar_hud_contents_slime_alpha;
198 string autocvar_hud_contents_slime_color;
199 float autocvar_hud_contents_water_alpha;
200 string autocvar_hud_contents_water_color;
201 bool autocvar_hud_damage;
202 float autocvar_hud_damage_blur;
203 float autocvar_hud_damage_blur_alpha;
204 string autocvar_hud_damage_color;
205 float autocvar_hud_damage_factor;
206 float autocvar_hud_damage_fade_rate;
207 float autocvar_hud_damage_gentle_alpha_multiplier;
208 string autocvar_hud_damage_gentle_color;
209 float autocvar_hud_damage_maxalpha;
210 float autocvar_hud_damage_pain_threshold;
211 float autocvar_hud_damage_pain_threshold_lower;
212 float autocvar_hud_damage_pain_threshold_lower_health;
213 float autocvar_hud_damage_pain_threshold_pulsating_min;
214 float autocvar_hud_damage_pain_threshold_pulsating_period;
215 bool autocvar_hud_powerup;
216 bool autocvar_hud_postprocessing;
217 float autocvar_hud_postprocessing_maxbluralpha;
218 float autocvar_hud_postprocessing_maxblurradius;
219 string autocvar_hud_dock;
220 float autocvar_hud_dock_alpha;
221 string autocvar_hud_dock_color;
222 bool autocvar_hud_dock_color_team;
223 bool autocvar_hud_panel_ammo;
224 bool autocvar_hud_panel_ammo_iconalign; // TODO: check if this should be turned into an int
225 int autocvar_hud_panel_ammo_maxammo;
226 bool autocvar_hud_panel_ammo_onlycurrent;
227 float autocvar_hud_panel_ammo_noncurrent_alpha = 0.7;
228 float autocvar_hud_panel_ammo_noncurrent_scale = 1;
229 bool autocvar_hud_panel_ammo_progressbar;
230 string autocvar_hud_panel_ammo_progressbar_name;
231 float autocvar_hud_panel_ammo_progressbar_xoffset;
232 bool autocvar_hud_panel_ammo_text;
233 string autocvar_hud_panel_bg;
234 float autocvar_hud_panel_bg_alpha;
235 float autocvar_hud_panel_bg_border;
236 vector autocvar_hud_panel_bg_color; // TODO: int?
237 float autocvar_hud_panel_bg_color_team; // ^
238 float autocvar_hud_panel_bg_padding;
239 bool autocvar_hud_panel_centerprint;
240 float autocvar_hud_panel_centerprint_align;
241 float autocvar_hud_panel_centerprint_fade_in = 0.2;
242 float autocvar_hud_panel_centerprint_fade_out = 0.5;
243 float autocvar_hud_panel_centerprint_fade_subsequent = 1;
244 float autocvar_hud_panel_centerprint_fade_subsequent_passone = 3;
245 float autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha = 0.5;
246 float autocvar_hud_panel_centerprint_fade_subsequent_passtwo = 10;
247 float autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha = 0.5;
248 float autocvar_hud_panel_centerprint_fade_subsequent_minfontsize = 0.75;
249 float autocvar_hud_panel_centerprint_fade_minfontsize = 0;
250 bool autocvar_hud_panel_centerprint_flip;
251 float autocvar_hud_panel_centerprint_fontscale;
252 float autocvar_hud_panel_centerprint_time;
253 bool autocvar_hud_panel_chat;
254 bool autocvar_hud_panel_engineinfo;
255 float autocvar_hud_panel_engineinfo_framecounter_decimals;
256 float autocvar_hud_panel_engineinfo_framecounter_time;
257 float autocvar_hud_panel_fg_alpha;
258 bool autocvar_hud_panel_healtharmor;
259 int autocvar_hud_panel_healtharmor_baralign;
260 bool autocvar_hud_panel_healtharmor_flip;
261 int autocvar_hud_panel_healtharmor_iconalign;
262 int autocvar_hud_panel_healtharmor_maxarmor;
263 int autocvar_hud_panel_healtharmor_maxhealth;
264 bool autocvar_hud_panel_healtharmor_progressbar;
265 string autocvar_hud_panel_healtharmor_progressbar_armor;
266 string autocvar_hud_panel_healtharmor_progressbar_health;
267 bool autocvar_hud_panel_healtharmor_progressbar_gfx;
268 float autocvar_hud_panel_healtharmor_progressbar_gfx_damage;
269 float autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth;
270 float autocvar_hud_panel_healtharmor_progressbar_gfx_smooth;
271 int autocvar_hud_panel_healtharmor_text;
272 bool autocvar_hud_panel_infomessages;
273 bool autocvar_hud_panel_infomessages_flip;
274 bool autocvar_hud_panel_modicons;
275 int autocvar_hud_panel_modicons_ca_layout;
276 int autocvar_hud_panel_modicons_dom_layout;
277 int autocvar_hud_panel_modicons_freezetag_layout;
278 bool autocvar_hud_panel_notify;
279 float autocvar_hud_panel_notify_fadetime;
280 float autocvar_hud_panel_notify_flip;
281 float autocvar_hud_panel_notify_fontsize;
282 float autocvar_hud_panel_notify_time;
283 float autocvar_hud_panel_notify_icon_aspect;
284 bool autocvar_hud_panel_physics;
285 float autocvar_hud_panel_physics_acceleration_progressbar_mode;
286 float autocvar_hud_panel_physics_acceleration_progressbar_scale;
287 float autocvar_hud_panel_physics_acceleration_progressbar_nonlinear;
288 float autocvar_hud_panel_physics_acceleration_max;
289 int autocvar_hud_panel_physics_progressbar;
290 bool autocvar_hud_panel_physics_acceleration_vertical;
291 int autocvar_hud_panel_physics_baralign;
292 bool autocvar_hud_panel_physics_flip;
293 float autocvar_hud_panel_physics_speed_max;
294 int autocvar_hud_panel_physics_speed_unit;
295 bool autocvar_hud_panel_physics_speed_unit_show;
296 bool autocvar_hud_panel_physics_speed_vertical;
297 int autocvar_hud_panel_physics_text;
298 float autocvar_hud_panel_physics_text_scale;
299 bool autocvar_hud_panel_physics_topspeed;
300 float autocvar_hud_panel_physics_topspeed_time;
301 bool autocvar_hud_panel_powerups;
302 int autocvar_hud_panel_powerups_baralign;
303 bool autocvar_hud_panel_powerups_flip;
304 int autocvar_hud_panel_powerups_iconalign;
305 bool autocvar_hud_panel_powerups_progressbar;
306 bool autocvar_hud_panel_buffs;
307 //float autocvar_hud_panel_buffs_iconalign;
308 string autocvar_hud_panel_powerups_progressbar_shield;
309 string autocvar_hud_panel_powerups_progressbar_strength;
310 string autocvar_hud_panel_powerups_progressbar_superweapons;
311 bool autocvar_hud_panel_powerups_text;
312 int autocvar_hud_panel_pressedkeys;
313 float autocvar_hud_panel_pressedkeys_aspect;
314 bool autocvar_hud_panel_pressedkeys_attack;
315 bool autocvar_hud_panel_racetimer;
316 int autocvar_hud_panel_radar;
317 float autocvar_hud_panel_radar_foreground_alpha;
318 float autocvar_hud_panel_radar_maximized_scale;
319 vector autocvar_hud_panel_radar_maximized_size;
320 float autocvar_hud_panel_radar_rotation;
321 float autocvar_hud_panel_radar_scale;
322 int autocvar_hud_panel_radar_zoommode;
323 float autocvar_hud_panel_radar_maximized_rotation;
324 int autocvar_hud_panel_radar_maximized_zoommode;
325 bool autocvar_hud_panel_score;
326 bool autocvar_hud_panel_score_rankings;
327 bool autocvar_hud_panel_timer;
328 bool autocvar_hud_panel_timer_increment;
329 float autocvar_hud_panel_update_interval;
330 bool autocvar_hud_panel_vote;
331 float autocvar_hud_panel_vote_alreadyvoted_alpha;
332 string autocvar_hud_panel_vote_bg_alpha;
333 bool autocvar_hud_panel_weapons;
334 bool autocvar_hud_panel_weapons_accuracy;
335 bool autocvar_hud_panel_weapons_ammo;
336 float autocvar_hud_panel_weapons_ammo_alpha;
337 string autocvar_hud_panel_weapons_ammo_color;
338 int autocvar_hud_panel_weapons_ammo_full_cells;
339 int autocvar_hud_panel_weapons_ammo_full_plasma;
340 int autocvar_hud_panel_weapons_ammo_full_fuel;
341 int autocvar_hud_panel_weapons_ammo_full_nails;
342 int autocvar_hud_panel_weapons_ammo_full_rockets;
343 int autocvar_hud_panel_weapons_ammo_full_shells;
344 float autocvar_hud_panel_weapons_aspect;
345 bool autocvar_hud_panel_weapons_complainbubble;
346 string autocvar_hud_panel_weapons_complainbubble_color_donthave;
347 string autocvar_hud_panel_weapons_complainbubble_color_outofammo;
348 string autocvar_hud_panel_weapons_complainbubble_color_unavailable;
349 float autocvar_hud_panel_weapons_complainbubble_fadetime;
350 float autocvar_hud_panel_weapons_complainbubble_padding;
351 float autocvar_hud_panel_weapons_complainbubble_time;
352 int autocvar_hud_panel_weapons_label;
353 float autocvar_hud_panel_weapons_label_scale = 0.5;
354 bool autocvar_hud_panel_weapons_onlyowned;
355 float autocvar_hud_panel_weapons_timeout;
356 int autocvar_hud_panel_weapons_timeout_effect;
357 float autocvar_hud_panel_weapons_timeout_fadebgmin;
358 float autocvar_hud_panel_weapons_timeout_fadefgmin;
359 float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
360 float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
361 vector autocvar_hud_progressbar_acceleration_color;
362 vector autocvar_hud_progressbar_acceleration_neg_color;
363 float autocvar_hud_progressbar_alpha;
364 vector autocvar_hud_progressbar_armor_color;
365 vector autocvar_hud_progressbar_fuel_color;
366 vector autocvar_hud_progressbar_health_color;
367 vector autocvar_hud_progressbar_nexball_color;
368 vector autocvar_hud_progressbar_shield_color;
369 vector autocvar_hud_progressbar_speed_color;
370 vector autocvar_hud_progressbar_strength_color;
371 vector autocvar_hud_progressbar_superweapons_color;
372 bool autocvar_hud_showbinds;
373 bool autocvar_hud_showbinds_limit;
374 bool autocvar__hud_showbinds_reload;
375 bool autocvar_hud_shownames;
376 bool autocvar_hud_shownames_enemies;
377 float autocvar_hud_shownames_crosshairdistance;
378 float autocvar_hud_shownames_crosshairdistance_time;
379 float autocvar_hud_shownames_crosshairdistance_antioverlap;
380 bool autocvar_hud_shownames_self;
381 bool autocvar_hud_shownames_status;
382 float autocvar_hud_shownames_statusbar_height;
383 float autocvar_hud_shownames_aspect;
384 float autocvar_hud_shownames_fontsize;
385 int autocvar_hud_shownames_decolorize;
386 float autocvar_hud_shownames_alpha;
387 bool autocvar_hud_shownames_resize;
388 float autocvar_hud_shownames_mindistance;
389 float autocvar_hud_shownames_maxdistance;
390 bool autocvar_hud_shownames_antioverlap;
391 float autocvar_hud_shownames_antioverlap_distance;
392 float autocvar_hud_shownames_offset;
393 string autocvar_hud_skin;
394 float autocvar_menu_mouse_speed;
395 string autocvar_menu_skin;
396 int autocvar_r_fakelight;
397 int autocvar_r_fullbright;
398 float autocvar_r_letterbox;
399 bool autocvar_scoreboard_accuracy;
400 bool autocvar_scoreboard_accuracy_doublerows;
401 bool autocvar_scoreboard_accuracy_nocolors;
402 float autocvar_scoreboard_alpha_bg;
403 float autocvar_scoreboard_alpha_fg = 1.0;
404 float autocvar_scoreboard_alpha_name = 0.9;
405 float autocvar_scoreboard_alpha_name_self = 1;
406 float autocvar_scoreboard_bg_scale;
407 float autocvar_scoreboard_border_thickness;
408 float autocvar_scoreboard_color_bg_b;
409 float autocvar_scoreboard_color_bg_g;
410 float autocvar_scoreboard_color_bg_r;
411 float autocvar_scoreboard_color_bg_team;
412 string autocvar_scoreboard_columns;
413 float autocvar_scoreboard_fadeinspeed = 10;
414 float autocvar_scoreboard_fadeoutspeed = 5;
415 bool autocvar_scoreboard_highlight;
416 float autocvar_scoreboard_highlight_alpha = 0.10;
417 float autocvar_scoreboard_highlight_alpha_self = 0.25;
418 float autocvar_scoreboard_offset_left;
419 float autocvar_scoreboard_offset_right;
420 float autocvar_scoreboard_offset_vertical;
421 float autocvar_scoreboard_respawntime_decimals;
422 bool autocvar_v_flipped;
423 float autocvar_vid_conheight;
424 float autocvar_vid_conwidth;
425 float autocvar_vid_pixelheight;
426 float autocvar_viewsize;
427 int autocvar_cl_hitsound;
428 float autocvar_cl_hitsound_min_pitch = 0.75;
429 float autocvar_cl_hitsound_max_pitch = 1.5;
430 float autocvar_cl_hitsound_nom_damage = 25;
431 float autocvar_cl_hitsound_antispam_time;
432 int autocvar_cl_eventchase_death = 1;
433 int autocvar_cl_eventchase_nexball = 1;
434 float autocvar_cl_eventchase_distance = 140;
435 float autocvar_cl_eventchase_speed = 1.3;
436 vector autocvar_cl_eventchase_maxs = '12 12 8';
437 vector autocvar_cl_eventchase_mins = '-12 -12 -8';
438 vector autocvar_cl_eventchase_viewoffset = '0 0 20';
439 float autocvar_cl_lerpexcess; // TODO: int?
440 string autocvar__togglezoom;
441 int autocvar_cl_damageeffect;
442 float autocvar_cl_damageeffect_ticrate;
443 float autocvar_cl_damageeffect_bones;
444 bool autocvar_cl_damageeffect_distribute;
445 float autocvar_cl_damageeffect_lifetime;
446 float autocvar_cl_damageeffect_lifetime_min;
447 float autocvar_cl_damageeffect_lifetime_max;
448 int autocvar_cl_playerdetailreduction;
449 int autocvar_cl_modeldetailreduction;
450 float autocvar_cl_loddistance1 = 768;
451 float autocvar_cl_loddistance2 = 2048;
452 bool autocvar_cl_forceplayermodels;
453 bool autocvar_cl_forceplayercolors;
454 string autocvar_cl_forcemyplayermodel;
455 int autocvar_cl_forcemyplayerskin;
456 int autocvar_cl_forcemyplayercolors;
457 int autocvar__cl_color;
458 int autocvar__cl_playerskin;
459 string autocvar__cl_playermodel;
460 float autocvar_cl_deathglow;
461 bool autocvar_developer_csqcentities;
462 float autocvar_g_jetpack_attenuation;
463 string autocvar_crosshair_hmg = "";
464 vector autocvar_crosshair_hmg_color = '0.2 1.0 0.2';
465 float autocvar_crosshair_hmg_alpha = 1;
466 float autocvar_crosshair_hmg_size = 1;
467 string autocvar_crosshair_rpc = "";
468 vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2';
469 float autocvar_crosshair_rpc_alpha = 1;
470 float autocvar_crosshair_rpc_size = 1;
471 int autocvar_cl_nade_timer;