seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too"
seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire"
+seta cl_damagetext_2d_pos "0.47 0.47 0" "2D damage text initial position (X and Y between 0 and 1)"
+seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha"
+seta cl_damagetext_2d_alpha_lifetime 1 "2D damage text lifetime (alpha fading) in seconds"
+seta cl_damagetext_2d_size_lifetime 2 "2D damage text lifetime (size shrinking) in seconds"
+seta cl_damagetext_2d_velocity "-20 0 0" "2D damage text move direction (screen coordinates)"
+seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"
+
seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged"
seta cl_vehicles_hud_tactical 1
seta cl_vehicles_hudscale 0.5
AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.47 0', "2D damage text initial position (X and Y between 0 and 1)");
AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.5, "2D damage text lifetime (alpha fading) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
+AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1, "2D damage text lifetime (alpha fading) in seconds");
+AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 2, "2D damage text lifetime (size shrinking) in seconds");
AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-20 0 0', "2D damage text move direction (screen coordinates)");
AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");