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;
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;