All items in bold are items that I changed...
m_fRetStationaryAccuracyModifier=
9.0fm_fRetWalkingAccuracyModifier=
9.0fm_fRetWalkingFastAccuracyModifier=
8.0fm_fRetDuckAccuracyBonus=
10.0fm_retColor=(R=131,G=0,B=0,A=255)
m_retFriendlyTargetColor=(R=0,G=212,B=0,A=255)
m_iRetAutoAimCirclePrecision=30
...
Display {} instead of circle
m_bAutoAimZoom=TRUE ; Enable auto-aim when zoooming
m_fErrorMaxSize=
0.02f ; Factor for error size when firing (using fWalkingFastAccuracy)
m_fTimeToShrink=
0.5f ; Time to go back to zero error. (1/m_fTimeToShrink sec.)
m_fJumpSize=
0.02(Also after comparing my autoaim section to the PINNED one I believe that since my autoaim circle is TRUE for it to be shown that might be the problem. XBill might be right that the the engine is spending too much time drawing the autoaim circle. So I will try making mine exact with every little detail to the PINNED and see how that works.)
Those values are too large - and check for the zoom modifiers too - put them all to 1.0. Those large values are freezing your game.
I have posted about autoaim in the past and in reviewing the autoaim I may not have been correct about how the autoaim works.
The larger the autoaim circle - the larger the cone of bullets (but not necessarily a guaranteed killshot) In testing shots with a larger circle, all that was necessary was to put the target somewhere in the circle - not the center necessarily - and you could kill with one shot, but it doesnt seem to work all the time.