REGISTER_MUTATOR(damagetext, true);
#if defined(CSQC) || defined(MENUQC)
-AUTOCVAR_SAVE(cl_damagetext, bool, false, _("Draw damage dealt where you hit the enemy"));
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$$d", _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', _("Damage text color"));
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, _("Damage text uses weapon color"));
-AUTOCVAR_SAVE(cl_damagetext_size, float, 8, _("Damage text font size"));
-AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, _("Damage text initial alpha"));
-AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, _("Damage text lifetime in seconds"));
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', _("Damage text move direction"));
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', _("Damage text offset"));
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, _("Damage text spawned within this range is accumulated"));
+// no translatable cvar description please
+AUTOCVAR_SAVE(cl_damagetext, bool, false, "Draw damage dealt where you hit the enemy");
+AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$$d", "How to format the damage text. 1$ is health, 2$ is armor, 3$ is both");
+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, float, 8, "Damage text font size");
+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");
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
#endif
#ifdef CSQC