#pragma once
+
+bool autocvar_cl_damagetext;
+string autocvar_cl_damagetext_format;
+bool autocvar_cl_damagetext_format_verbose;
+bool autocvar_cl_damagetext_format_hide_redundant;
+vector autocvar_cl_damagetext_color;
+bool autocvar_cl_damagetext_color_per_weapon;
+float autocvar_cl_damagetext_size_min;
+float autocvar_cl_damagetext_size_min_damage;
+float autocvar_cl_damagetext_size_max;
+float autocvar_cl_damagetext_size_max_damage;
+float autocvar_cl_damagetext_alpha_start;
+float autocvar_cl_damagetext_alpha_lifetime;
+vector autocvar_cl_damagetext_velocity_world;
+vector autocvar_cl_damagetext_offset_world;
+float autocvar_cl_damagetext_accumulate_alpha_rel;
+int autocvar_cl_damagetext_friendlyfire;
+vector autocvar_cl_damagetext_friendlyfire_color;
+
+bool autocvar_cl_damagetext_2d;
+vector autocvar_cl_damagetext_2d_pos;
+float autocvar_cl_damagetext_2d_alpha_start;
+float autocvar_cl_damagetext_2d_alpha_lifetime;
+float autocvar_cl_damagetext_2d_size_lifetime;
+vector autocvar_cl_damagetext_2d_velocity;
+vector autocvar_cl_damagetext_2d_overlap_offset;
+float autocvar_cl_damagetext_2d_close_range;
+bool autocvar_cl_damagetext_2d_out_of_view;
+vector autocvar_cl_damagetext_velocity_screen;
+vector autocvar_cl_damagetext_offset_screen;
+
+// TODO: remove the value init and sort them above properly after next (0.9) release
+// or the release after it to support the old-stable release
+// this can't be done now as players would lack these from their configs then
+#if 0
+float autocvar_cl_damagetext_lifetime = -1;
+float autocvar_cl_damagetext_accumulate_lifetime = -1;
+#else
+AUTOCVAR_SAVE(cl_damagetext_lifetime, float, -1, "Damage text lifetime, edit this if you wish for damage text to disappear before it fades out");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_lifetime, float, -1, "Only update existing damage text when it is younger than this many seconds, negative always updates");
+#endif