v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds\r
gl_polyblend 0.5 // whether to use screen tints, default is 1\r
r_motionblur 0 // motion blur value, default is 0\r
-r_damageblur 0 // motion blur when damaged, default is 0\r
+r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament)\r
+\r
+r_bloom_blur 8\r
+r_bloom_brighten 4\r
+r_bloom_colorexponent 1\r
+r_bloom_colorscale 1\r
+r_bloom_colorsubtract 0.25\r
+r_bloom_resolution 320\r
+r_hdr_range 4\r
\r
// weapon model leaning / following\r
cl_leanmodel 1 // enables weapon leaning effect when looking around\r
set g_footsteps 1 "serverside footstep sounds"\r
\r
// effects\r
+r_glsl_postprocess 1\r
r_picmipsprites 0 // Voretournament uses sprites that should never be picmipped (team mate, typing, waypoints)\r
r_mipsprites 1\r
r_mipskins 1\r
con_notifysize 10\r
con_notifyalign 0\r
\r
+seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt"\r
+seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur"\r
+seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"\r
+seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version"\r
+seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"\r
+seta hud_damage_color "1 0 0" "color of flash"\r
+seta hud_damage_factor 0.025 "(damage * factor) = how much to add to the alpha value"\r
+seta hud_damage_fade_rate 0.75 "how much to subtract from the alpha value each second"\r
+seta hud_damage_maxalpha 1.5 "how much to limit the alpha value to"\r
+seta hud_damage_pain_threshold 0.1 "how much alpha to ignore (must be bigger than the hud_damage_factor so that e.g. rot is ignored)"\r
+seta hud_damage_pain_threshold_lower 1.5 "how much we lower pain_threshold with when nearing 0 health (if pain_threshold gets negative then we always draw a flash at alpha = fabs(pain_threshold)"\r
+seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowering pain_threshold"\r
+seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"\r
+seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"\r
+\r
+seta hud_stomach 0.5 "displays a splash on the screen when inside the stomach, value specifies alpha"\r
+seta hud_stomach_color "0.75 1 0" "color of the stomach screen splash"\r
+seta hud_stomach_fade_in 0.2 "how quickly the stomach splash appears when you get swallowed"\r
+seta hud_stomach_fade_out 0.03 "how quickly the stomach splash disappears when you are regurgitated"\r
+\r
+seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars"\r
+seta hud_postprocessing_maxbluralpha 0.5 "maximum alpha which the blur postprocess can be"\r
+seta hud_postprocessing_maxblurradius 10 "maximum radius which the blur postprocess can be"\r
+\r
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"\r
seta hud_contents_factor 1 "factor at which to multiply the current faded value."\r
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"\r
seta hud_contents_slime_color "0 0.4 0.1"\r
seta hud_contents_water_alpha 0.5 "alpha of the water color blend when inside it"\r
seta hud_contents_water_color "0.4 0.3 0.3"\r
+seta hud_contents_stomach_alpha 0.2 "alpha of the stomach color blend when inside it"\r
+seta hud_contents_stomach_color "0.3 0.2 0"\r
\r
sbar_info_pos 50\r
seta sbar_alpha_bg 0.8 "alpha value of the HUD background"\r