}
AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size_min, float, 8, "Damage text font size for small damage");
-AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 0, "How much damage is considered small");
+AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
+AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
-AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 150, "How much damage is considered large");
+AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");