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cs2f_votemanager_enable 0 // Whether to enable votemanager features such as map vote fix, nominations, RTV and extends
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cs2f_trigger_timer_enable 0 // Whether to process countdown messages said by Console (e.g. Hold for 10 seconds) and append the round time where the countdown resolves
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cs2f_block_nav_lookup 0 // Whether to block navigation mesh lookup, improves server performance but breaks bot navigation
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cs2f_flashlight_enable 0 // Whether to enable flashlights
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cs2f_flashlight_enable 0 // Whether to enable flashlights (0=disabled, 1=light_barn flashlight, limited vertical movement, 2=particle flashlight, no cvar customization)
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cs2f_infinite_reserve_ammo 0 // Whether to enable infinite reserve ammo on weapons
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cs2f_disable_subtick_move 0 // Whether to disable subtick movement
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cs2f_disable_subtick_shooting 0 // Whether to disable subtick shooting, experimental (WARNING: add "log_flags Shooting +DoNotEcho" to your cfg to prevent console spam on every shot fired)
@@ -40,8 +40,8 @@ cs2f_flashlight_brightness 1.0 // How bright should flashlights be
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cs2f_flashlight_distance 54 // How far flashlights should be from the player's head (the default is such that an equipped awp doesn't block the light if shadows are enabled)
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cs2f_flashlight_angle 45.0 // How wide should the flashlight be in degrees
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cs2f_flashlight_color "255 255 255 0" // What color to use for flashlights
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cs2f_flashlight_attachment axis_of_intent // Which attachment to parent a flashlight to. If the player model is not properly setup, you might have to use clip_limit here instead
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cs2f_flashlight_particle "particles/cs2fixes/simple_flashlight.vpcf" //If set, ignore all other flashlight settings and spawn this particle as flashlight
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cs2f_flashlight_attachment "clip_limit" // Which attachment to parent a flashlight to
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cs2f_flashlight_particle "particles/cs2fixes/simple_flashlight.vpcf" // Path to flashlight particle
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// Damage block settings
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cs2f_block_molotov_self_dmg 0 // Whether to block self-damage from molotovs
CConVar<int> g_cvarFlashLightEnable("cs2f_flashlight_enable", FCVAR_NONE, "Whether to enable flashlights (0=disabled, 1=light_barn flashlight, limited vertical movement, 2=particle flashlight, no cvar customization)", false);
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CConVar<bool> g_cvarFlashLightShadows("cs2f_flashlight_shadows", FCVAR_NONE, "Whether to enable flashlight shadows", true);
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CConVar<bool> g_cvarFlashLightTransmitOthers("cs2f_flashlight_transmit_others", FCVAR_NONE, "Whether to transmit other player's flashlights, recommended to have shadows off for this", false);
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CConVar<float> g_cvarFlashLightBrightness("cs2f_flashlight_brightness", FCVAR_NONE, "How bright should flashlights be", 1.0f);
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CConVar<float> g_cvarFlashLightDistance("cs2f_flashlight_distance", FCVAR_NONE, "How far flashlights should be from the player's head", 54.0f); // The minimum distance such that an awp wouldn't block the light
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CConVar<float> g_cvarFlashLightAngle("cs2f_flashlight_angle", FCVAR_NONE, "How wide should the flashlight be in degrees", 45.0f);
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CConVar<Color> g_cvarFlashLightColor("cs2f_flashlight_color", FCVAR_NONE, "What color to use for flashlights", Color(255, 255, 255));
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CConVar<CUtlString> g_cvarFlashLightAttachment("cs2f_flashlight_attachment", FCVAR_NONE, "Which attachment to parent a flashlight to. If the player model is not properly setup, you might have to use clip_limit here instead", "axis_of_intent");
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CConVar<CUtlString> g_cvarFlashLightParticle("cs2f_flashlight_particle", FCVAR_NONE, "If set, ignore all other flashlight settings and spawn this particle as flashlight", "");
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CConVar<CUtlString> g_cvarFlashLightAttachment("cs2f_flashlight_attachment", FCVAR_NONE, "Which attachment to parent a flashlight to. If the player model is not properly setup, you might have to use clip_limit here instead", "clip_limit");
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CConVar<CUtlString> g_cvarFlashLightParticle("cs2f_flashlight_particle", FCVAR_NONE, "If set, ignore all other flashlight settings and spawn this particle as flashlight", "particles/cs2fixes/simple_flashlight.vpcf");
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