con_notifysize 10\r
con_notifyalign 0\r
\r
-seta hud_damage 0.65 "an improved version of gl_polyblend for damage, draw an image instead when hurt"\r
+seta hud_damage 0.6 "an improved version of gl_polyblend for damage, draw an image instead when hurt"\r
seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur"\r
seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"\r
seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version"\r
seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"\r
seta hud_powerup 0.5 "power of the sharpen effect when owning the shield or strength powerups"\r
\r
-seta hud_stomach 0.65 "displays a splash on the screen when inside the stomach, value specifies alpha"\r
+seta hud_stomach 0.6 "displays a splash on the screen when inside the stomach, value specifies alpha"\r
seta hud_stomach_color "0.75 1 0" "color of the stomach screen splash"\r
seta hud_stomach_fade_in 0.2 "how quickly the stomach splash appears when you get swallowed"\r
seta hud_stomach_fade_out 0.03 "how quickly the stomach splash disappears when you are regurgitated"\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.65, 0, "hud_damage", "Screen splashes & Blur")); // must match defaults\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.6, 0, "hud_damage", "Screen splashes & Blur")); // must match defaults\r
makeMulti(e, "hud_stomach");\r
me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_powerup", "Sharpening")); // must match defaults\r
\r