AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
AUTOCVAR(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
-AUTOCVAR(cl_damagetext_2d_pos, vector, '0.47 0.47 0', "2D damage text initial position (X and Y between 0 and 1)");
+AUTOCVAR(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)");
AUTOCVAR(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
AUTOCVAR(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds");
AUTOCVAR(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR(cl_damagetext_2d_velocity, vector, '-15 0 0', "2D damage text move direction (screen coordinates)");
+AUTOCVAR(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)");
AUTOCVAR(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
AUTOCVAR(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
AUTOCVAR(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen");