int autocvar_ekg;
float autocvar_fov;
float autocvar_g_balance_damagepush_speedfactor;
-float autocvar_g_balance_tuba_attenuation;
-float autocvar_g_balance_tuba_fadetime;
-float autocvar_g_balance_tuba_volume;
-int autocvar_g_balance_tuba_pitchstep;
float autocvar_g_warmup_limit;
bool autocvar_hud_cursormode = true;
float autocvar_hud_colorflash_alpha;