float autocvar_cl_particles_quality;
bool autocvar_cl_projectiles_sloppy;
bool autocvar_cl_readpicture_force;
+bool autocvar_cl_respawn_ghosts_keepcolors;
bool autocvar_cl_reticle = 1;
float autocvar_cl_reticle_normal_alpha = 1;
bool autocvar_cl_reticle_weapon = 1;
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 = 800;
float autocvar_cl_spawn_point_dist_max = 1200;
bool autocvar_cl_spawnzoom = 1;
float autocvar_cl_spawnzoom_speed = 1;
string autocvar_crosshair_hitindication_per_weapon_color;
float autocvar_crosshair_hitindication_speed;
bool autocvar_crosshair_hittest;
-bool autocvar_crosshair_hittest_blur;
+bool autocvar_crosshair_hittest_blur_teammate = 0;
+bool autocvar_crosshair_hittest_blur_wall = 1;
//float autocvar_crosshair_hittest_scale = 1.25;
bool autocvar_crosshair_hittest_showimpact;
bool autocvar_crosshair_per_weapon;
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;
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_strafehud_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;
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 = 1.8;
float autocvar_hud_panel_centerprint_time;
bool autocvar_hud_panel_chat;
bool autocvar_hud_panel_engineinfo;
int autocvar_hud_panel_radar_maximized_zoommode;
bool autocvar_hud_panel_score;
bool autocvar_hud_panel_score_rankings;
+int autocvar_hud_panel_strafehud = 3;
+bool autocvar__hud_panel_strafehud_demo = false;
+bool autocvar__hud_panel_strafehud_center = false;
+int autocvar_hud_panel_strafehud_mode = 0;
+float autocvar_hud_panel_strafehud_bar_alpha = 0.3;
+vector autocvar_hud_panel_strafehud_bar_color = '1 1 1';
+vector autocvar_hud_panel_strafehud_indicator_color = '0 1 0';
+vector autocvar_hud_panel_strafehud_indicator_switch_color = '1 1 0';
+float autocvar_hud_panel_strafehud_angle = 0;
+vector autocvar_hud_panel_strafehud_good_color = '0 1 1';
+vector autocvar_hud_panel_strafehud_warning_color = '1 1 0';
+vector autocvar_hud_panel_strafehud_alert_color = '1 0 1';
+float autocvar_hud_panel_strafehud_angle_alpha = 0.8;
+vector autocvar_hud_panel_strafehud_direction_color = '0 0.5 1';
+float autocvar_hud_panel_strafehud_timeout_air = 0;
+float autocvar_hud_panel_strafehud_timeout_ground = 0.03333333;
+float autocvar_hud_panel_strafehud_timeout_strafe = 0.1;
+float autocvar_hud_panel_strafehud_timeout_direction = 0.5;
+float autocvar_hud_panel_strafehud_indicator_minspeed = -1;
bool autocvar_hud_panel_timer;
bool autocvar_hud_panel_timer_increment;
float autocvar_hud_panel_update_interval;
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;
int autocvar__cl_playerskin;
string autocvar__cl_playermodel;
float autocvar_cl_deathglow;
+float autocvar_cl_deathglow_min = 0.5;
bool autocvar_developer_csqcentities;
float autocvar_cl_jetpack_attenuation = 2;
bool autocvar_cl_showspectators;