37float autocvar_cl_damagetext_lifetime = -1;
38float autocvar_cl_damagetext_accumulate_lifetime = -1;
40AUTOCVAR_SAVE(cl_damagetext_lifetime,
float, -1,
"damage text lifetime, edit this if you wish for damage text to disappear before it fades out");
41AUTOCVAR_SAVE(cl_damagetext_accumulate_lifetime,
float, -1,
"only update existing damage text when it is younger than this many seconds, negative always updates");
float autocvar_cl_damagetext_alpha_lifetime
bool autocvar_cl_damagetext
bool autocvar_cl_damagetext_format_hide_redundant
float autocvar_cl_damagetext_size_min
float autocvar_cl_damagetext_2d_close_range
vector autocvar_cl_damagetext_friendlyfire_color
float autocvar_cl_damagetext_size_min_damage
vector autocvar_cl_damagetext_offset_screen
float autocvar_cl_damagetext_2d_alpha_start
vector autocvar_cl_damagetext_velocity_world
float autocvar_cl_damagetext_accumulate_alpha_rel
float autocvar_cl_damagetext_size_max_damage
float autocvar_cl_damagetext_size_max
bool autocvar_cl_damagetext_2d_out_of_view
vector autocvar_cl_damagetext_2d_pos
vector autocvar_cl_damagetext_color
vector autocvar_cl_damagetext_offset_world
float autocvar_cl_damagetext_alpha_start
string autocvar_cl_damagetext_format
bool autocvar_cl_damagetext_color_per_weapon
float autocvar_cl_damagetext_2d_alpha_lifetime
vector autocvar_cl_damagetext_2d_overlap_offset
bool autocvar_cl_damagetext_format_verbose
float autocvar_cl_damagetext_2d_size_lifetime
vector autocvar_cl_damagetext_velocity_screen
vector autocvar_cl_damagetext_2d_velocity
int autocvar_cl_damagetext_friendlyfire
bool autocvar_cl_damagetext_2d
#define AUTOCVAR_SAVE(...)