-#ifndef CLIENT_AUTOCVARS_H
-#define CLIENT_AUTOCVARS_H
+#pragma once
bool autocvar__con_chat_maximized;
bool autocvar__hud_configure;
float autocvar_cl_gibs_velocity_scale = 1;
float autocvar_cl_gibs_avelocity_scale = 1;
float autocvar_cl_gibs_velocity_up;
-int autocvar_cl_gunalign;
bool autocvar_cl_hidewaypoints;
bool autocvar_cl_lockview;
bool autocvar_cl_nogibs;
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;
bool autocvar_cl_spawnzoom = 1;
float autocvar_cl_spawnzoom_speed = 1;
float autocvar_cl_spawnzoom_factor = 2;
bool autocvar_cl_stripcolorcodes;
bool autocvar_cl_vehicles_alarm = true;
-bool autocvar_cl_vehicles_hud_tactical = 1;
+bool autocvar_cl_vehicles_hud_tactical = true;
float autocvar_cl_vehicles_hudscale = 0.5;
float autocvar_cl_vehicles_notify_time = 15;
float autocvar_cl_vehicles_crosshair_size = 0.5;
+bool autocvar_cl_vehicles_crosshair_colorize = true;
bool autocvar__vehicles_shownchasemessage;
bool autocvar_cl_velocityzoom_enabled;
float autocvar_cl_velocityzoom_factor;
int autocvar_ekg;
float autocvar_fov;
float autocvar_g_balance_damagepush_speedfactor;
-float autocvar_g_balance_tuba_attenuation;
-float autocvar_g_balance_tuba_fadetime;
-float autocvar_g_balance_tuba_volume;
-int autocvar_g_balance_tuba_pitchstep;
-float autocvar_g_warmup_limit;
bool autocvar_hud_cursormode = true;
float autocvar_hud_colorflash_alpha;
bool autocvar_hud_configure_checkcollisions;
string autocvar_hud_dock_color;
bool autocvar_hud_dock_color_team;
bool autocvar_hud_panel_ammo;
-bool autocvar_hud_panel_ammo_iconalign; // TODO: check if this should be turned into an int
+bool autocvar_hud_panel_ammo_iconalign;
int autocvar_hud_panel_ammo_maxammo;
bool autocvar_hud_panel_ammo_onlycurrent;
float autocvar_hud_panel_ammo_noncurrent_alpha = 0.7;
string autocvar_hud_panel_bg;
float autocvar_hud_panel_bg_alpha;
float autocvar_hud_panel_bg_border;
-vector autocvar_hud_panel_bg_color; // TODO: int?
-float autocvar_hud_panel_bg_color_team; // ^
+vector autocvar_hud_panel_bg_color;
+float autocvar_hud_panel_bg_color_team;
float autocvar_hud_panel_bg_padding;
bool autocvar_hud_panel_centerprint;
float autocvar_hud_panel_centerprint_align;
float autocvar_hud_panel_fg_alpha;
bool autocvar_hud_panel_healtharmor;
int autocvar_hud_panel_healtharmor_baralign;
+bool autocvar_hud_panel_healtharmor_combined;
bool autocvar_hud_panel_healtharmor_flip;
int autocvar_hud_panel_healtharmor_iconalign;
int autocvar_hud_panel_healtharmor_maxarmor;
int autocvar_hud_panel_pressedkeys;
float autocvar_hud_panel_pressedkeys_aspect;
bool autocvar_hud_panel_pressedkeys_attack;
+float autocvar_hud_panel_quickmenu_translatecommands;
+string autocvar_hud_panel_quickmenu_file;
+float autocvar_hud_panel_quickmenu_time;
bool autocvar_hud_panel_racetimer;
int autocvar_hud_panel_radar;
float autocvar_hud_panel_radar_foreground_alpha;
float autocvar_hud_panel_weapons_timeout_fadefgmin;
float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
+//float autocvar_hud_panel_quickmenu;
+float autocvar_hud_panel_quickmenu_align;
vector autocvar_hud_progressbar_acceleration_color;
vector autocvar_hud_progressbar_acceleration_neg_color;
float autocvar_hud_progressbar_alpha;
float autocvar_crosshair_rpc_alpha = 1;
float autocvar_crosshair_rpc_size = 1;
int autocvar_cl_nade_timer;
-#endif
+bool autocvar_cl_items_nofade;
+float autocvar_slowmo;