float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
bool autocvar_g_maplist_votable_suggestions;
bool autocvar_g_maplist_votable_suggestions_override_mostrecent;
float autocvar_g_maplist_votable_timeout;
bool autocvar_g_maplist_votable_suggestions;
bool autocvar_g_maplist_votable_suggestions_override_mostrecent;
float autocvar_g_maplist_votable_timeout;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
string autocvar_g_mutatormsg;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;
string autocvar_g_mutatormsg;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;
int autocvar_g_pickup_items;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
int autocvar_g_pickup_items;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
bool autocvar_sv_eventlog_files_timestamps;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
bool autocvar_sv_eventlog_files_timestamps;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
bool autocvar_sv_precacheplayermodels;
bool autocvar_sv_q3acompat_machineshotgunswap;
bool autocvar_sv_servermodelsonly;
bool autocvar_sv_precacheplayermodels;
bool autocvar_sv_q3acompat_machineshotgunswap;
bool autocvar_sv_servermodelsonly;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
-float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
-bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
+bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
+bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
float autocvar_g_trueaim_minrange;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;
float autocvar_g_trueaim_minrange;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;