From: Martin Taibr Date: Mon, 3 Jul 2017 01:39:54 +0000 (+0200) Subject: update AUTOCVAR values to match default config because i forgot like always X-Git-Tag: xonotic-v0.8.5~2656^2~3 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=dd83731504cf2bffdb10c8301783d48a03365951;p=xonotic%2Fxonotic-data.pk3dir.git update AUTOCVAR values to match default config because i forgot like always --- diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index d9711187d..ab625a63f 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -29,11 +29,11 @@ AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show da 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");