Some of this data is already applied to the weapon table ( such as. Returns the raw data parsed from the vdf in table form, SubMachinegun = CS_WEAPONTYPE_SUBMACHINEGUN, SniperRifle = CS_WEAPONTYPE_SNIPER_RIFLE, Local cl_bobup = CreateConVar( "cl_cs_bobup ", "0.5 ", FCVAR_ARCHIVE + FCVAR_CHEAT ) Local cl_bob = CreateConVar( "cl_cs_bob ", "0.002 ", FCVAR_ARCHIVE + FCVAR_CHEAT ) Local cl_bobcycle = CreateConVar( "cl_cs_bobcycle ", "0.8 ", FCVAR_ARCHIVE + FCVAR_CHEAT ) Local cl_crosshairusealpha = CreateConVar( "cl_cs_crosshairusealpha ", "0 ", FCVAR_ARCHIVE ) Local cl_crosshairalpha = CreateConVar( "cl_cs_crosshairalpha ", "200 ", FCVAR_ARCHIVE ) Local cl_crosshairscale = CreateConVar( "cl_cs_crosshairscale ", "0 ", FCVAR_ARCHIVE ) Local cl_scalecrosshair = CreateConVar( "cl_cs_scalecrosshair ", "1 ", FCVAR_ARCHIVE ) Local cl_dynamiccrosshair = CreateConVar( "cl_cs_dynamiccrosshair ", "1 ", FCVAR_ARCHIVE ) Local cl_crosshaircolor = CreateConVar( "cl_cs_crosshaircolor ", "0 ", FCVAR_ARCHIVE ) Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below.
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