cl_crosshair_scale
Sets the resolution to scale the crosshair to. Takes effect when cl_crosshair_style is 0.
Sets the resolution to scale the crosshair to. Takes effect when cl_crosshair_style is 0.
Toggles whether crosshair scales to the resolution defined in cl_crosshair_scale . Takes effect when cl_crosshair_style is 0.
Sets the length of a crosshair line. Takes effect when cl_crosshair_style is 1 or 2.
Sets the crosshair style. CS:S = 0, User CVars = 1, Custom VTF = 2.
Toggles the T style crosshair.
Sets the thickness of a crosshair line. Takes effect when cl_crosshair_style is 1.
Whether to try and replace error textures with more meaningful ones for gameplay (see also mat_error_texture_advanced_basetexture ). 0: Off, default error texture 1: Base color based on VRAD reflectivity data applied to texture specified in mat_error_texture_advanced_basetexture 2: Same as 1 but also replace water, grates and glass with meaningful textures
Which texture should be used as a base for reflectivity-based error textures (see mat_error_texture_advanced ). mat_error_texture_advanced_basetexture "white" mat_error_texture_advanced_basetexture "dev/reflectivity_60"
Replace every non-translucent texture with error texture. surf_utopia_njv with mat_error_texture_replace set to 1
Error texture to use on world geometry. {:style=“width:20%;border-radius:5px;”} 0: Unlit purple error texture {:style=“width:20%;border-radius:5px;”} 1: Grey lightmapped error texture