Ivy
1
BUFFDuration0s→3s
abilities.vdata › citadel_ability_tengu_stone_form › m_mapAbilityProperties.AbilityDuration.m_strValue0 → 3file diff ↗This update's notes: no line mentions thisabilities.vdata › citadel_ability_tengu_stone_form › m_mapAbilityProperties.AbilityDuration.m_strValue0 → 3file diff ↗This update's notes: no line mentions thisabilities.vdata › citadel_ability_rocket_barrage › m_mapAbilityProperties.AbilityCastDelay.m_strValue0 → 0.2file diff ↗This update's notes: no line mentions thisCosmetic fields changed: audio 3, ui 3, visual 1.
citadel_1v1_bonus_health0citadel_1v1_bonus_health_regen0citadel_1v1_bonus_tech_power0citadel_1v1_bonus_weapon_power0citadel_1v1_bullet_damage_multiplier1citadel_1v1_tech_damage_multiplier1citadel_abandon_pregame_if_not_connected_in_s — After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame180citadel_abandon_pregame_if_not_connected_in_s_dev — After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev360citadel_abandon_pregame_if_not_connected_in_s_streaming — After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame120citadel_abandon_pregame_if_not_connected_in_s_streaming_dev — After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev120citadel_abandon_time_for_match_not_scored — If someone abandons before this match time (in seconds), we will call the match forfeit and not update mmr for anyone in the match.300citadel_ability_busy_queue_time — How long we will queue an ability activation to happen if the player tried to use it while busy.0.25citadel_ability_cancel_time — Min Time for a Channel before we can cancel it0.2citadel_ability_cast_cancel_mash_protection_time — Pressing a recently cast or channeled ability key will extend its mash protection by this much0.2citadel_ability_cooldown_max0citadel_ability_damage_falloff — Ability ability damage falloff (start_dist, end_dist, end_scale_pct)[40, 70, 40]citadel_ability_debugfalsecitadel_ability_force_gold_collection — Adds the flag for ability targeting to find gold orbs. Sorta hacky.falsecitadel_ability_preview_path_debug_draw_dt — DT for debug drawing ability preview path.0.075citadel_ability_select_mash_protection_time — Pressing a recently selected or cast ability within this time is ignored0.25citadel_ability_target_debug0citadel_ability_target_use_head_bonefalsecitadel_ability_upgrade_sell_time10citadel_abrams_cone_debugfalsecitadel_abrams_fastcharge_lagcomp0.15citadel_abrams_max_charge_unlag_players0.12citadel_accolades_enabled — -1 = force disabled, 0 = default, 1 = force enabled0citadel_accolades_in_metadata_per_player — The number of accolades stored in the metadata. -1 means all-1citadel_action_refresh_interval0.1citadel_activate_window_for_pregame — If set, brings Citadel to the foreground when unpausedfalsecitadel_activate_window_on_unpause — If set, brings Citadel to the foreground when unpausedfalsecitadel_active_lane — Which lane should be active? 0 means all0citadel_afk_detection_enabled — Is AFK detection turned on?truecitadel_ag2_controller_parallel_update_enabledtruecitadel_ag2_crouch_spring_strength20citadel_ag2_debug_draw_crouch_springfalsecitadel_ag2_debug_draw_facingfalsecitadel_ag2_debug_draw_look_targetfalsecitadel_ag2_direction_commit_blend_time0.15citadel_ag2_direction_commit_min_time0.3citadel_ag2_fidget_max_interval10citadel_ag2_fidget_min_interval5citadel_ag2_loco_lean_trigger_speed50citadel_ag2_min_running_with_no_input_speed90citadel_ag2_run_to_stop_prime_speed85citadel_ag2_run_to_stop_trigger_speed70citadel_ag2_turn_spring_strength75citadel_ai_path_pathing_time_ms_per_tick0.5citadel_aim_capsule_trace_debugdrawfalsecitadel_aim_debug_duration — Duration to draw the various traces that formed a shot. Set to a negative number to view the current angles without shooting.0citadel_aim_debug_name_filter — Enter space separated names of calls to DebugDrawAimTrace() to only draw them.""citadel_aim_line_trace_debugdrawfalsecitadel_air_drag_min0.2citadel_air_jumps_enabled — Enable to disable air jumpstruecitadel_aircontrol_speed_fast50citadel_aircontrol_speed_slow80citadel_airheart_debugdraw-1citadel_airheart_freeflyfalsecitadel_allow_ally_pingstruecitadel_allow_ally_texttruecitadel_allow_ally_voicetruecitadel_allow_client_higher_version_for_reconnect — When set to true, the client is allowed to connect so long as the client compat version is higher than the server'struecitadel_allow_duplicate_heroes — If enabled, heroes can be selected by multiple playersfalsecitadel_allow_new_player_flow_finished_override — citadel_new_player_flow_finished can't be turned off (because of the callback) unless you reset the other new player convars. This allows you to turn it off.falsecitadel_allow_opponent_texttruecitadel_allow_party_pingstruecitadel_allow_party_texttruecitadel_allow_party_voicetruecitadel_allow_pause_in_match — Allow players to pause in matchmade gamestruecitadel_allow_pausing — Determines if pausing is enabled. Temporary until we get pausing stabletruecitadel_allow_playofthegame — If enabled, play of the game will happenfalsecitadel_allow_purchasing_anywhere — If enabled, you can purchase upgrades anywherefalsecitadel_allow_spectated_pingstruecitadel_allow_spectated_texttruecitadel_allow_team_change_when_assignedfalsecitadel_always_show_active_hud_statsfalsecitadel_always_transmit_abilities — Enable to always force transmit ability entitiesfalsecitadel_announcement_banned_heroes_display_time10citadel_announcement_display_time1citadel_announcement_game_over_msg_display_time11citadel_arrow_brightness — Changes the zipline arrow brightness0.6citadel_auto_highlight_seconds_after — How many seconds after the highlight event to show when viewing highlights.8citadel_auto_highlight_seconds_before — How many seconds before the highlight event to show when viewing highlights.20citadel_auto_ping_window — If the chat wheel is opened and closed within this time, trigger a ping when it's closed.0.35citadel_auto_queue_build — Automatically queue the selected build at game startfalsecitadel_autobuy_refund_time — Time Allowed for a full refund when buy anywhere (Auto/Quick Buy) is enabled12citadel_averaged_normal_debug_draw0citadel_barrack_boss_aggro_radius600citadel_barrack_boss_aggro_time3citadel_barrack_boss_attackable_height_diff20citadel_barrack_boss_hero_initial_weapon_reduction_pct65citadel_barrack_boss_ignore_damagefalsecitadel_barrack_boss_max_attack_range1300citadel_barrack_boss_melee_damage_pct10citadel_barrack_boss_melee_knockback600citadel_barrack_boss_ping_interval10citadel_basic_energy_regen_time30citadel_bebop_beam_approach_speed20citadel_bebop_beam_approach_speed_step_scale2citadel_bebop_beam_kill_time0.1citadel_bebop_beam_point_bias0.8citadel_bebop_beam_wiggle_speed1citadel_bebop_beam_wiggle_speed_x1citadel_bebop_beam_wiggle_speed_x21.5citadel_book_page_auto_play_delay_s — When a page has no audio queue, this delay will be used before auto play advancing unless it specifies an override value2citadel_book_page_sound_auto_play_delay_s — When a page has an audio queue, this delay will be used before auto play advancing unless it specifies an override value0.2citadel_boss_glow_disabledfalsecitadel_boss_tier2_ping_interval10citadel_boss_tier2_use_wip_modelfalsecitadel_boss_tier3_use_wip_modelfalsecitadel_boss_tier_2_schedule_force0citadel_boss_tier_3_check_pit_modifiertruecitadel_boss_tier_3_damage_reduction_no_troopers0.2citadel_boss_tier_3_sight_range3000citadel_boss_tier_3_test_arm_smashfalsecitadel_boss_tier_3_test_bombfalsecitadel_boss_tier_3_test_introfalsecitadel_boss_tier_3_test_laserfalsecitadel_boss_tier_3_test_rocketbarragefalsecitadel_boss_tier_3_test_shrine_attackfalsecitadel_boss_tier_3_testing_enter_phase2falsecitadel_bot_brain_aim_angle_attack — Min Dot Product result from target that we will try to shoot from0.9citadel_bot_brain_aim_inaccuracy — Max Angle for Inaccuracy0citadel_bot_brain_aim_inaccuracy_speed — How fast the inaccuracy moves - mimic mouse movement correction0.01citadel_bot_brain_aim_vertical_offset — How many vertical units to aim from world space center on players / troopers0citadel_bot_brain_disable_attacksfalsecitadel_bot_brain_disable_gun_attacks0citadel_bot_brain_disable_movementfalsecitadel_bot_brain_draw_debug — Enable brain debug drawingfalsecitadel_bot_brain_enemy_reaction_time — Amount of time for a bot to react to a player0.75citadel_bot_brain_force_schedule — (Test) Set to Force a Schedule-1citadel_bot_brain_heavy_melee_distance300citadel_bot_brain_infrequent_tick_rate60citadel_bot_brain_melee_heavy_hold_time0.31citadel_bot_brain_melee_tick_frequency30citadel_bot_brain_move_goal_tolerance — How close to goal to count as made it40citadel_bot_brain_move_max_fallback_path_length — If a bot fails its (fast) flowmap check, how far should we allow the nav system to look when generating a fallback path? Keep this value lower for performance reasons1750citadel_bot_brain_override_calc_movement_task_target — Override CalcMovementTaskTarget to pathfind directly to the desired location as opposed to an intermediate goalfalsecitadel_bot_brain_parry_tick_frequency20citadel_bot_brain_stop_shooting_los_time — Amount of time for no Los to stop shooting at enemy0.5citadel_bot_broadcast_updates — Bots will say updates in all talkfalsecitadel_bot_buddy — List of heroes to choose from that should follow a player around""citadel_bot_crouch — Forces citadel bots to crouchfalsecitadel_bot_director_base_threat_distance — Distance from core we consider to be a threat3000citadel_bot_director_debug_spew — Enable for Bot Director log messagesfalsecitadel_bot_director_destroy_all_tier2 — Should bots prioritize destroying all tier 2 bosses before pushing furtherfalsecitadel_bot_director_draw_creep_line — Draw the Creep Linesfalsecitadel_bot_director_idol_care_distance — Max distance a player can be that may care about the idol4500citadel_bot_director_lane_min_duration — Min amount of time a bot is forced to stay in lane for a required action10citadel_bot_director_late_game_time_minutes — Number of minutes past which bots should try to end the game18citadel_bot_director_respawn_window — Amount of Respawn time remaining for Hero to be considered in this lane10citadel_bot_director_zipline_min — Minimum % of Captured Zipline nodes we care about0.1citadel_bot_director_zipline_stable — How much to push out a lane before deprioritizing it0.4citadel_bot_disconnect_takeover_enabledfalsecitadel_bot_hero_testing_pitch — Aim Pitch in Hero Testing5citadel_bot_jump — Forces citadel bots to jumpfalsecitadel_bot_match_on_dedicated_servertruecitadel_bot_max_path_length — Max path length for pathing calculations.2000citadel_bot_melee — Forces citadel bots to melee continuously, 1: light, 2:Heavy0citadel_bot_mimic_player_pitch — User player's pitch in hero testingtruecitadel_bot_move_random — Forces citadel bots to move all aroundfalsecitadel_bot_net_worth_max_spawn_time10000citadel_bot_override_spawn_time-1citadel_bot_parry — Forces citadel bots to Parry continuouslyfalsecitadel_bot_passive_gold_enabledtruecitadel_bot_practice_opponent"hero_gigawatt"citadel_bot_practice_teammate"hero_kelvin"citadel_bot_record — Causes bots to mimic your commands as well as record them to be replayed0citadel_bot_report_verbose — Bot Chat is Verbose (debug)falsecitadel_bot_safety_distance_behind_ally_creeps — Distance citadel bots want to stay behind ally creep wave (meters)5citadel_bot_safety_distance_behind_enemy_creeps — Distance citadel bots want to stay behind enemy creep wave (meters)10citadel_bot_shoot — Forces citadel bots to fire continuously. 1:scope shooting 2:unscope shooting.0citadel_bot_shop — Forces citadel bots to attempt shopping. 1 = random, 2 = recommended0citadel_bot_takeover_ally_range — How far from Allies that is acceptable30citadel_bot_takeover_time — Time for a disconnected player to be taken over by a bot30citadel_bot_team_sensing_tick_interval — How many ticks between the bot performing sensing100citadel_bot_teamsense_homebase_range — Distance(m) from Base center to be considered in base75citadel_bot_teamsense_pushed_range — Distance(m) from Objective to consider it pushed to20citadel_bot_test_mode — Set citadel bots to be and in test mode (default idle)falsecitadel_bot_use_ability — Causes Bot to Constantly use Ability when its available0citadel_bot_use_ability_once — Set if you only want enemy to use ability once and stopfalsecitadel_bot_use_ability_rate — Interval in seconds that the bot attempts to use an ability-1citadel_bot_use_item_ability — Causes Bot to Constantly use Ability when its available0citadel_bot_zig_zag — Forces citadel bots to zig-zag side to side if > 0 or back and forth if < 00citadel_botmatch_tick_rate_override32citadel_bots_go_mid — Force bots to path to the originfalsecitadel_bounty_allow_melee_autoclaim — Whether or not melees autoclaim orbs.truecitadel_bounty_aoe_deny_radius — The radius in which teammates gain a portion denies2165.35citadel_bounty_aoe_radius — The radius in which teammates gain a portion of bounties2165.35citadel_bounty_aoe_radius_autoscore — The radius in which a trooper death is automatically assigned to a nearby player.1771.65citadel_bounty_aoe_radius_neutrals — The radius in which teammates gain a portion of Neutral800citadel_bounty_aoe_radius_non_troopers_non_hero — The radius in which teammates gain a portion of things besides Nuetrals, Troopers and Players1378citadel_bounty_aoe_radius_troopers — The radius in which teammates gain a portion of things besides Neutrals and Players2165.35citadel_bounty_player_assist_window — The recent damage time window to be counted as an assister for player kill10citadel_brawl_hero_roster — A comma separated list of hero IDs that hold the currently selected brawl roster heroes""citadel_brawl_hero_roster_banned — A comma separated list of hero IDs that hold the currently banned brawl roster heroes""citadel_brawl_hero_roster_high_priority — A comma separated list of hero IDs that hold the currently high priority brawl roster heroes""citadel_brawl_hero_roster_preferred — A comma separated list of hero IDs that hold the currently preferred brawl roster heroes""citadel_brawl_hero_roster_random — Is the brawl hero roster set to randomfalsecitadel_breakable_prop_break_airtime0.6citadel_breakable_prop_break_velocity400citadel_breakable_prop_breakable_enabledtruecitadel_breakable_prop_initial_spawn_time_override — If positive, override initial spawn time (in seconds) for all breakable_prop camps-1citadel_breakable_prop_respawn_spread — Spread the respawn of breakables out by this many seconds (perf)0.5citadel_breakable_prop_spawn_interval_override — If positive, override initial spawn interval (in seconds) for all breakable_prop camps-1citadel_bullet_log_entities_hitfalsecitadel_bullet_obscured_shot_distance256citadel_bullet_shot_offset_fade_time0.5citadel_bullet_slow_duration0citadel_bullet_time_warp_decay_percent — What percent of the original speed should bullets return to after exiting a time warp1citadel_bullet_time_warp_decay_speed — How fast bullets return to their normal speed after exiting a time warp1citadel_bullet_tracer_recycling_enabled — Recycle bullet tracer effects when >= 1. Set to 2 to spew when a tracer couldn't be recycled.1citadel_bullet_whiz_closest_point_on_line-1citadel_bullet_whiz_draw_endpointsfalsecitadel_bullet_whiz_draw_listener_tracefalsecitadel_bullet_whiz_fake_end_point_distance200citadel_bullet_whiz_side_dot_tolerance0.98citadel_bypass_reconnect_version_check — Ignore the compat version check when reconnecting to a server. This generally shouldn't be done as there could be legitimate differences.falsecitadel_calc_guided_bot_match_report_cardtruecitadel_camera_adjust_aim_fov — 0: Use Absolute GunZoom FOV. 1: Relative FOV - Add the difference between old default fov and absolute gun aim.1citadel_camera_aiming_fov — What aiming FOV is65citadel_camera_allow_controller_when_controlling_othertruecitadel_camera_debug — 0: Off. 1: Show Stand-up trace. 2: Show stand up to ideal ParrotPos. 3: Show Parrot Pos to Desired Pos (cyan)0citadel_camera_dist150citadel_camera_draw_clip_spherefalsecitadel_camera_draw_vmdl_debug — Draw curvesfalsecitadel_camera_fade_ally_tier2_far_dist — At this distance ally tier2's opacity will be at 1400citadel_camera_fade_entity_speed — How rapidly we fade the character to transparent when using first person mode.50citadel_camera_fade_other_far_dist — At this distance non-viewed character's opacity will be at 1100citadel_camera_fade_other_near_dist — At this distance non-viewed character's opacity will be at citadel_camera_fade_other_near_opacity20citadel_camera_fade_other_near_opacity — The opacity of non-viewed character when they are at citadel_camera_fade_near_dist0.4citadel_camera_fade_viewed_far_dist — At this distance viewed character's opacity will be at 150citadel_camera_fade_viewed_near_dist — At this distance viewed character's opacity will be at citadel_camera_fade_near_opacity20citadel_camera_fade_viewed_near_opacity — The opacity of viewed character when they are at citadel_camera_fade_near_dist0.4citadel_camera_force_tunnel_alpha-1citadel_camera_fov — The field of view angle of the camera.75citadel_camera_free_roam — Set to 1 to disconnect the camera from the player. Set to 2 to allow moving the camera around with WASD0citadel_camera_hard_trace_radius — The radius of the cylinder to trace for hard camera occlusion.16citadel_camera_height — The look at point of the camera is vertically offset by this distance.63citadel_camera_height_approach_speed800citadel_camera_height_ceiling_distance20citadel_camera_height_npc — The look at point of the camera is vertically offset by this distance when viewing NPC units.33citadel_camera_hero_fov — The field of view angle of the camera when following a hero.90citadel_camera_inspect_mode — Set to 1 to allow orbiting the camera around the player. Set to 2 to lock the camera, but then be able to directly control the player0citadel_camera_listening_offset0citadel_camera_max_transition_distance — Max distance that the camera will transition to the next target.1500citadel_camera_offset — The look at point of the camera is horizontally offset by this distance.-25citadel_camera_parrot_pov — Force the camera to be in parrot POV. Useful for tuning the closest position.falsecitadel_camera_parrot_pov_radius — Radius of the parrot sausage cast8.25citadel_camera_parrot_pov_x_offset — X Axis offset from our camera pivot. +Forward and -Back.-10citadel_camera_parrot_pov_y_offset — Y Axis offset from our camera pivot. +Left and -Right.-10citadel_camera_parrot_pov_z_offset — Z Axis offset from our camera pivot. +Up and -Down10citadel_camera_parrot_smoothing_rate — When the camera stops being clipped, smooth the motion back to the desired resting position.60citadel_camera_pitch_default — The default camera pitch.20citadel_camera_pitch_inverted — Set to 1 to have inverted mouse pitchfalsecitadel_camera_pitch_max — The maximum pitch angle allowed on the camera.89citadel_camera_pitch_min — The minimum pitch angle allowed on the camera.-89citadel_camera_see_distance_max — Max Distance the camera can 'see' an entity20000citadel_camera_sensitivity — Mouse sensitivity for the camera1citadel_camera_sensitivity_modifier_debug — 0: Off 1: Log Sensitivity modifiers from various sources.0citadel_camera_snapshot — Draw a debug display of the camera, then unset.falsecitadel_camera_soft_collision — Experimental: Soften the camera to wall collision distance by using the gaussian weight of fibbonnaci cone of line traces. 2: Use soft collision system to inform hole punch.2citadel_camera_soft_collision_angle — Experimental: Soft camera collision cone arc angle in degrees. Larger cone angle results in earlier softening.75citadel_camera_soft_collision_avoidance_bias — Experimental: Soft camera collision avoidance bias. > 1 pull camera in more aggressively in response to gaussian weighted samples. < 1 Not recommended5.75citadel_camera_soft_collision_debug — Show debug drawing of all soft collision caches each time they're executed.0citadel_camera_soft_collision_gausian_bias — Experimental: Soft camera collision sample bias. < 1 distance samples at the edge of the cone angle contribute more to the weight. > 1 rely more on the central camera direction's distance sample.2citadel_camera_soft_collision_max_sensor_range — Experimental: the range of the traces can be constrained to this value if the distance between target camera position and parrot cam position is very large110citadel_camera_soft_collision_multi_thread — Experimental: Use Multithreaded implementation. 0: Use regular style. > 0 number of jobs to chunk the 128 traces into. Power of 2 only, please. 8 is great.8citadel_camera_soft_collision_xy_scale — Experimental: Shrink the length of the traces in the XY axis so that going into doorways is less affected by the soft collision system.0.75citadel_camera_spectator_auto_target_view — Spectator camera automatically try to match target view after no input for sometimetruecitadel_camera_spectator_dist — How far back the spectator camera should be200citadel_camera_spectator_fov — The field of view angle of the camera when a spectator.90citadel_camera_spectator_pitch — How much to adjust view pitch when spectating a target15citadel_camera_use_vmdl_far_pose — Selectively skip "Far" posestruecitadel_camera_use_vmdl_flatten_horizontal — For each camera pose set, use the average of X positions. This is a motion sickness reducing action.truecitadel_camera_use_vmdl_flatten_vertical — Zero the relative Z axis of the camera to reduce motion sickness.truecitadel_camera_use_vmdl_gunaim_pose — Selectively skip "Gun Aim" posestruecitadel_camera_use_vmdl_near_pose — Selectively skip "Near" posestruecitadel_camera_wobble_alwaysfalsecitadel_camera_wobble_angle_scale1citadel_camera_wobble_disablefalsecitadel_camera_wobble_pitch_exponent2citadel_camera_wobble_position_scale1citadel_camera_wobble_yaw_exponent2citadel_cant_pause_display_duration — How long do we show the can't pause/unpause dialog.2citadel_capsule_movement_ground_box_percentage0.2citadel_capture_point_enable_fast_capturefalsecitadel_capturepoint_show_event_timerfalsecitadel_catapult_on_damage_channel_time1.5citadel_catapult_on_damage_disable_time3citadel_chat_fade_time10citadel_chat_fade_time_extension7citadel_cinematic_intro_duration_npc — How long is the cinematic intro applied to npcs (shrine/patron)7.5citadel_cinematic_intro_duration_player — How long is the cinematic intro applied to the player9.5citadel_cinematic_intro_enabled — -1 = force disabled, 0 = default, 1 = force enabled0citadel_clamp_mouse_when_using_ping_wheeltruecitadel_client_mm_ignore_engine_version — Ignore the engine version number for matchmaking. Useful for testing locally in release.falsecitadel_client_solo_mm_keep_alive_check_s — Number of seconds between checking to make sure that the client is still in MM45citadel_client_status_cycle_delay4citadel_commend_toast_enemy_seconds — Number of seconds to show enemy commend toasts4citadel_commend_toast_seconds — Number of seconds to show commend toasts30citadel_cone_view_alpha80citadel_context_profile_pagetruecitadel_control_point_capture_rate_scale1citadel_control_point_decay_delay60citadel_control_point_decay_rate0.1citadel_control_point_max_capture_players6citadel_control_point_max_capture_rate2citadel_coop_sandboxfalsecitadel_core_regen50citadel_core_regen_pause_on_damage15citadel_corner_boost_strength — 0.0: turn off corner boosts. 1.0: raw corner boost.0.6citadel_crate_client_notification_time30citadel_crate_delivery_base_payoff0citadel_crate_delivery_overtime_bonus50citadel_crate_respawn_interval300citadel_crate_reward_base1300citadel_crate_reward_time_multiplier230citadel_crate_spawn_enabledtruecitadel_crate_spawn_initial_delay600citadel_crosshair_clip_angle90citadel_crosshair_clip_bullet_gap0.5citadel_crosshair_clip_offset_angle180citadel_crosshair_color_b255citadel_crosshair_color_g255citadel_crosshair_color_r255citadel_crosshair_disable_hero_specific_crosshairsfalsecitadel_crosshair_dot_opacity0.7citadel_crosshair_dot_outline_border2citadel_crosshair_dot_outline_gap0citadel_crosshair_dot_outline_opacity0.7citadel_crosshair_dot_size4citadel_crosshair_hit_marker_duration0.1citadel_crosshair_out_of_range_dist50citadel_crosshair_outline_color_b0citadel_crosshair_outline_color_g0citadel_crosshair_outline_color_r0citadel_crosshair_pip_gap4citadel_crosshair_pip_gap_staticfalsecitadel_crosshair_pip_height16citadel_crosshair_pip_opacity0.5citadel_crosshair_pip_outline_border1citadel_crosshair_pip_outline_gap0citadel_crosshair_pip_outline_opacity0.7citadel_crosshair_pip_width2citadel_damage_indicator_enemy_display_time2citadel_damage_indicator_height120citadel_damage_indicator_radius300citadel_damage_indicator_width120citadel_damage_offscreen_indicator_disabledtruecitadel_damage_radar_enemy_display_time2citadel_damage_report_enable — If enabled, show damage reporttruecitadel_damage_report_show_adjusted_percent_min — Hide buffed/resisted damage if it's below this percentage of change3citadel_damage_report_show_always — If enabled, always show damage report, not just on alt.falsecitadel_damage_summary_max_entries8citadel_damage_summary_show_time12citadel_damage_text_batching_window_ability — When ability damage events are within this amount of time of each other, they will be added together into a single entry.1.05citadel_damage_text_batching_window_bullet — When bullet damage events are within this amount of time of each other, they will be added together into a single entry.1.5citadel_damage_text_batching_window_cumulative — When cumulative damage events are within this amount of time of each other, they will be added together into a single entry.1.5citadel_damage_text_batching_window_pure — When pure damage events are within this amount of time of each other, they will be added together into a single entry.1.05citadel_damage_text_distance_far — Far distances at which we use far offsets for damage numbers4000citadel_damage_text_distance_near — Near distance at which we use the near offsets for damage numbers100citadel_damage_text_height_offset_far — How much to offset damage numbers above when far from the camera200citadel_damage_text_height_offset_near — How much to offset damage numbers above when near from the camera130citadel_damage_text_lifetime — How long do numbers live.1.5citadel_damage_text_lifetime_new — How long do accumulated numbers live.1.5citadel_damage_text_new_ability_offset_x-20citadel_damage_text_new_ability_offset_y-25citadel_damage_text_new_bullet_offset_x35citadel_damage_text_new_bullet_offset_y-25citadel_damage_text_new_melee_offset_x20citadel_damage_text_new_melee_offset_y-60citadel_damage_text_new_pure_offset_x-20citadel_damage_text_new_pure_offset_y-60citadel_damage_text_new_x_offset — How much to offset damage numbers left15citadel_damage_text_show_effectiveness — Show the damage effectiveness on every damage numberfalsecitadel_damage_text_spacing — Spacing between floating damage numbers.20citadel_damage_text_x_offset_far — How much to offset damage numbers left and right when far from the camera0citadel_damage_text_x_offset_near — How much to offset damage numbers left and right when near the camera0citadel_dead_zone_radius0.05citadel_dead_zone_radius_instant_wheel0.1citadel_death_linger_time — How logn does the player icon linger on the minimap after they die3citadel_death_replay_enabledfalsecitadel_death_replay_post_death_time2citadel_death_replay_pre_death_time12citadel_death_replay_pre_death_time_quick8citadel_debug_ability_beamsfalsecitadel_debug_barrier_damage_orderfalsecitadel_debug_draw_bullet_time_warps — Draw debug overlays for active bullet time warp volumesfalsecitadel_debug_draw_hero_position_on_screenfalsecitadel_debug_draw_move_down_ziplinesfalsecitadel_debug_draw_move_down_ziplines_numprobes10citadel_debug_draw_move_down_ziplines_speed50citadel_debug_draw_move_down_ziplines_starting_node_offset0citadel_debug_draw_projectile_touch_volumes — Draw debug overlays for projectile touch volumesfalsecitadel_debug_ent_los — Debug : Draw Spheres on Ent Being Los Testedfalsecitadel_debug_find_ability_units_draw_all — When true, all FindUnits calls will be drawnfalsecitadel_debug_find_ability_units_duration — Duration to display debug draw for FindAbilityUnits functions0citadel_debug_find_ability_units_filter — Filter ability name to debug FindAbilityUnits functions""citadel_debug_force_property_value_context — Force ability property value context. -1: No override, 0: MainLock, 1:StreetBrawl-1Hero model folders: fencer (added/modified), priest (modified)