]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/autocvars.qh
jump animation should not override melee anim until we have animation blending
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / autocvars.qh
index d3112f73d12161ee549c4b84ec6d7c04a48a9482..36b41896c304f1eaa0ff5006bdf460e2d3d06304 100644 (file)
@@ -85,39 +85,39 @@ float autocvar_g_balance_armor_rot;
 float autocvar_g_balance_armor_rotlinear;
 float autocvar_g_balance_armor_rotstable;
 float autocvar_g_balance_armor_start;
-float autocvar_g_balance_sniperrifle_bursttime;
-float autocvar_g_balance_sniperrifle_primary_ammo;
-float autocvar_g_balance_sniperrifle_primary_animtime;
-float autocvar_g_balance_sniperrifle_primary_bulletconstant;
-float autocvar_g_balance_sniperrifle_primary_bullethail;
-float autocvar_g_balance_sniperrifle_primary_burstcost;
-float autocvar_g_balance_sniperrifle_primary_damage;
-float autocvar_g_balance_sniperrifle_primary_force;
-float autocvar_g_balance_sniperrifle_primary_headshotaddeddamage;
-float autocvar_g_balance_sniperrifle_primary_lifetime;
-float autocvar_g_balance_sniperrifle_primary_refire;
-float autocvar_g_balance_sniperrifle_primary_shots;
-float autocvar_g_balance_sniperrifle_primary_speed;
-float autocvar_g_balance_sniperrifle_primary_spread;
-float autocvar_g_balance_sniperrifle_primary_tracer;
-float autocvar_g_balance_sniperrifle_secondary;
-float autocvar_g_balance_sniperrifle_secondary_ammo;
-float autocvar_g_balance_sniperrifle_secondary_animtime;
-float autocvar_g_balance_sniperrifle_secondary_bulletconstant;
-float autocvar_g_balance_sniperrifle_secondary_bullethail;
-float autocvar_g_balance_sniperrifle_secondary_burstcost;
-float autocvar_g_balance_sniperrifle_secondary_damage;
-float autocvar_g_balance_sniperrifle_secondary_force;
-float autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage;
-float autocvar_g_balance_sniperrifle_secondary_lifetime;
-float autocvar_g_balance_sniperrifle_secondary_reload;
-float autocvar_g_balance_sniperrifle_secondary_refire;
-float autocvar_g_balance_sniperrifle_secondary_shots;
-float autocvar_g_balance_sniperrifle_secondary_speed;
-float autocvar_g_balance_sniperrifle_secondary_spread;
-float autocvar_g_balance_sniperrifle_secondary_tracer;
-float autocvar_g_balance_sniperrifle_reload_ammo;
-float autocvar_g_balance_sniperrifle_reload_time;
+float autocvar_g_balance_rifle_bursttime;
+float autocvar_g_balance_rifle_primary_ammo;
+float autocvar_g_balance_rifle_primary_animtime;
+float autocvar_g_balance_rifle_primary_bulletconstant;
+float autocvar_g_balance_rifle_primary_bullethail;
+float autocvar_g_balance_rifle_primary_burstcost;
+float autocvar_g_balance_rifle_primary_damage;
+float autocvar_g_balance_rifle_primary_force;
+float autocvar_g_balance_rifle_primary_headshotaddeddamage;
+float autocvar_g_balance_rifle_primary_lifetime;
+float autocvar_g_balance_rifle_primary_refire;
+float autocvar_g_balance_rifle_primary_shots;
+float autocvar_g_balance_rifle_primary_speed;
+float autocvar_g_balance_rifle_primary_spread;
+float autocvar_g_balance_rifle_primary_tracer;
+float autocvar_g_balance_rifle_secondary;
+float autocvar_g_balance_rifle_secondary_ammo;
+float autocvar_g_balance_rifle_secondary_animtime;
+float autocvar_g_balance_rifle_secondary_bulletconstant;
+float autocvar_g_balance_rifle_secondary_bullethail;
+float autocvar_g_balance_rifle_secondary_burstcost;
+float autocvar_g_balance_rifle_secondary_damage;
+float autocvar_g_balance_rifle_secondary_force;
+float autocvar_g_balance_rifle_secondary_headshotaddeddamage;
+float autocvar_g_balance_rifle_secondary_lifetime;
+float autocvar_g_balance_rifle_secondary_reload;
+float autocvar_g_balance_rifle_secondary_refire;
+float autocvar_g_balance_rifle_secondary_shots;
+float autocvar_g_balance_rifle_secondary_speed;
+float autocvar_g_balance_rifle_secondary_spread;
+float autocvar_g_balance_rifle_secondary_tracer;
+float autocvar_g_balance_rifle_reload_ammo;
+float autocvar_g_balance_rifle_reload_time;
 float autocvar_g_balance_cloaked_alpha;
 float autocvar_g_balance_crylink_primary_ammo;
 float autocvar_g_balance_crylink_primary_animtime;